Navigation meshes or waypoints

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Navigation meshes or waypoints // Game Development

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Post by nonstick monkey // Feb 8, 2009, 4:36am

nonstick monkey
Total Posts: 2
I'm developing a racing game and need to add waypoints to my map.


Basically, I need to add a bunch of connected points to the surface of a model. I want to be able to give the connections certain properties, such as max speed (so the cars follow the speed limits or stop at traffic lights).


Once I add the waypoints for cars, I want to add navigation meshes for people on foot.


Is there any way to do this?

Post by nowherebrain // Feb 8, 2009, 5:20am

nowherebrain
Total Posts: 1062
pic
yes, you can do it, but what are using for your dev environment? your question is sorta vague, are you asking is tS can export the path, or how to code it, or how to write an exporter....????

Post by robert // Feb 8, 2009, 6:30am

robert
Total Posts: 609
pic
Like nowherebrain said you can do it, and depending on what you want it might not even be all to difficult. Then again it could amount to quite a laborious task.

Post by nonstick monkey // Feb 8, 2009, 11:22am

nonstick monkey
Total Posts: 2
edit: What I'm asking if there is a way to use truespace to create these points.

My map is a 3d model
http://img91.imageshack.us/img91/8251/worldws4.png

Right now the player can drive around on his/her own, but there's no AI.

What I want to do is specify points on the road as waypoints. Points would need to be appropriately connected to other points. Every connection would have properties, such as speed and distance. Certain waypoints would be connected to traffic lights.

What I need to do is create these points and connections with custom properties. I don't care if they are saved as XML or whatever so long as there is a reasonable way to load them in a C# file.

One of the more important points is that the waypoints need to be in the face of the model.

I need to know how to create connected points that have custom properties and save them in a readable format.

I also need to do the same with navigation meshes (http://www.ai-blog.net/archives/000152.html).
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