I meet a problem about generating the waypoint in a specific scene, I searched the Internet and find some solutions:
1. Some games use a technology called "AI Mesh", these games allow you to add "AI mesh" object(of course, these objects will be hide when the scene is rendered) when edit a scene. Then the scene loader load the scene and generate the graphic for the scene by using these AI meshes, so that the path finder can find the path they needed in this scene graphic. Famous game "Mount&Blade" series use this technology.
It sounds good, but here is the question: If we want to use AI Mesh in our scene, how to generate them? As far as I know, there is no features in some Ogre Scene Editor can do that.
2. Here is another way, add some objects(Like cubes) in the scene and make these cubes as waypoints, we need to modify the scene file manually and give them special tag one by one....
3. We define a special file to define waypoints in a scene, this file looks like a map, but filled by numbers, use number like '1' to define free point, use number like '0' to define blocked point, then we use codes to generate cubes based on this waypoint define file. But it still has problem, it needs to define many numbers in this file, it is a big work, or we can use some graphic tool?
Is there any other solutions that can fast generate the waypoints in scene?
[Solved]How to generate the waypoint in scene?
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- Halfling
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[Solved]How to generate the waypoint in scene?
Last edited by randomcode on Thu Apr 19, 2018 12:55 am, edited 1 time in total.
OpenMB(Open Source Mount&Blade Series)
https://github.com/cookgreen/OpenMB
https://github.com/cookgreen/OpenMB
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Re: How to generate the waypoint in scene?
look for Recast Detour, a library to generate a navMesh and find the path from point A to point B
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- Halfling
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Re: How to generate the waypoint in scene?
Thank you! It is actually a powerful path finder! But is there any binding of C#?
OpenMB(Open Source Mount&Blade Series)
https://github.com/cookgreen/OpenMB
https://github.com/cookgreen/OpenMB