Muss wrote :
Quote:
Honestly, the pathing grid available for npcs will be far more efficient that any pseudo AI code of that kind
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It is sound. And it is a way of mapping, anyhow.
However, pathing grid could be used in some situtations where IA still fails (it fails in EQ Live too, anyway), i.e. when mobs are fleeing, or trying to get to a point where direct route is not shortest route.
Pathing grid is currently used for roaming. But just consider netting the zone, with straightforward ways between to connected points. You get a graph for travelling the whole zone. Finding the best path is then a base compsci question.
Most nodes might be already defined in the various path grids, so the main thing is to connect them, weight the links, qualify nodes ('safe', 'hunting grounds','friends there'), merge the code, test.
Sounds easy, huh ?
