At 5:30 PM -0800 11/19/04, Joe Raffanti wrote:
You might read the more recent article on Renegades, a much more
fully developed game engine. It solves this problem using a
navigation mesh. Here's the article info:
<http://www.rbdeveloper.com/browse/2.4/2411/>
Sorry, I wasn't clear enough. I do use a navigation mesh made of
triangles, the article I read just didn't show how to support making
ramps and hills (making the character react to changes in the y axis
of the triangles), it only showed how to make flat maps.
The article you're talking about didn't show how to use a navigation
mesh at all; it only mentioned it in passing, as an alternative to
the model-based approach used there. So I'm still unclear about what
you're doing here. But to some degree, this is a matter of
semantics; you could consider a triangle mesh to be a crude
navigation mesh, I suppose.
But it is also quite possible to use the approach you're using as
well, simply calculating the Y intercept of each triangle.
This was the only way I could think of to do this; what approach do
you reccomend taking?
The current Renegades code uses a mesh of convex polygons; this can
be considerably more efficient for some (pretty typical) kinds of
levels. But the math is almost the same in either case.
Good luck!
- Joe
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