About

Remote Shepherd is the capstone project for Long Shot Games, a group of five graduate students in RIT's Game Design and Development masters program. The game allows the player to step into the shoes of a group of vigilantes who have decided to put their skills gained as Marine Scout Snipers to use in cleaning their city of criminal organizations. This blog will track both the ongoing design and development of the project.

Tuesday, April 12, 2011

Two Paths Diverged in the Park (With Apologies to Robert Frost)

We've had the nav mesh and path finding in for a while, I just haven't had time to make a post about it. Here's what our nav mesh looks like currently:
Right now it's only the actual dirt/concrete/DG/whatever paths in the park, it doesn't include grassy areas yet. There are plans in the future to mesherize the grassy areas as well, but we need some way to assign terrain modifiers to polygons so that AI knows what kind of terrain it is walking on. The other thing you will notice about the nav mesh is that it is all triangles, instead of n-gons. This is unfortunately a shortcoming of Havok, it refuses to read anything but triangles. This means more polygons than strictly necessary, and also it means that our centroids kind of make a wobbly line. That being said, it works pretty well, and the local avoidance gets the AI to alter it's path and keeps them from looking like they are in one big line.

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