Re: FOV/scent-based pathfinding
- From: penderprime@xxxxxxxxx
- Date: Mon, 6 Apr 2009 09:54:27 -0700 (PDT)
On Apr 5, 5:55 pm, Brigand <markash...@xxxxxxxxxxx> wrote:
Yeah, I thing Mingos hit it on the head. Designing an intricate,
detailed, completely bug-free algorithm for tracking may be quite an
acomplishment, a step towards realism which should be applauded...
but, unfortunately, without expressly telling the player what's going
on, they are going to be largely oblivious to it. The average person
isn't going to consider why a monster moves the way he does, only in
how he moves.
I also use a form of Ray's algorithm, and it was simpler to implement
than A*. It's not supposed to simulate realistic bloodhound-like
monsters -- at least I don't use it to simulate that -- but rather
monsters who see you and chase you intelligently, whom you can't lose
by ducking around a corner. In fact the whole "scent" metaphor is a
bit misleading; since when after all does scent depend on line of
sight? I'm afraid people see the word "scent" and assume it's a
misguided effort to import a pointless degree of realism. It's not;
it's a simple, low-overhead, purely functional algorithm to make
monsters chase you.
95% of the time you're probably better served
(especially in computer calculating resources) by If Player_X >
Monster_X then Monster_X=Monster_X - 1 type tracking, with more
complicated pathfinding only coming into play if the creature gets
stuck.
Except that you do need the more complicated pathfinding algorithm to
take over in the 5% of the time when the player ducks around a corner,
because if you don't have it, the player is going to start ducking
around corners a lot more than 5% of the time. And if you do have it,
then you have to code the alternative pathfinding algorithm, code a
method of detecting when a monster needs to switch over to the more
complicated algorithm, embed that information into the monster so it
remembers from turn to turn that it's following the complicated
algorithm, etc. Ray's algorithm, on the other hand, is a single
approach for having monsters chase you (around corners *and* in line
of sight) that avoids the need to run dual pathfinding algorithms in
parallel. It's a lot simpler. Of course if you want your monsters to
wander, flee, etc. in addition to chasing the player, then you need
parallel algorithms, but one fewer is always easier.
.
- Follow-Ups:
- Re: FOV/scent-based pathfinding
- From: David Damerell
- Re: FOV/scent-based pathfinding
- References:
- FOV/scent-based pathfinding
- From: Da-Breegster
- Re: FOV/scent-based pathfinding
- From: benhemm
- Re: FOV/scent-based pathfinding
- From: Mingos
- Re: FOV/scent-based pathfinding
- From: Brigand
- FOV/scent-based pathfinding
- Prev by Date: Re: new experimental FOV
- Next by Date: Re: Pausing in Real Time Roguelikes
- Previous by thread: Re: FOV/scent-based pathfinding
- Next by thread: Re: FOV/scent-based pathfinding
- Index(es):
Relevant Pages
|
Loading