Bot paths are generated similar to the Q3 model based on Areas & Reachabilities (the red stuff on the video). Reachabilities are not calculated though but TESTED based on an actual player character. I chose to use a brute-force method of testing every possible position and move. And it works very fast.
Written by MM. Posted at 4:28 pm on September 8th, 2009
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Good idea, but I don’t find it very dynamic.