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Large version of slide
Notes
- the map is a continuous region but we need discrete points in order to reason about them
- designers place points grouped where they want a squad to be located
- gives the high-level ability to define broad areas
- allows low-level control of combat spacing and cover-seeking
- the designers control the movement of actors through a space solely by assigning them different sets of firing points to use
- much of this happens automatically through attacking/defending and retreat conditions
- for complicated movement, scripting is used
- each action uses firing points differently but they all use the same points
- cover tries to find somewhere out of the target's line of sight
- searching tries to find somewhere near the target's last known location
- casting rays for this calculation accounts for about 60% of all AI cost
- the rest is mostly pathfinding and perceptual bookkeeping
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