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They're Random, Baby!

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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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