Quote:
Originally Posted by Derision
I had originally thought about using OpenEQ to visualise the paths generated by Apathing and look at
the fear pathing stuff, however as Apathing uses the existing grids/waypoints to generate it's paths,
I figured we really needed to fix all the waypoints before moving on to looking at fear paths, so that
Apathing is working from known 'good' data.
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Regarding fear pathing I am pondering with the following idea for month but didn't even have time to look at the existing code.
Suppose we have some sort of fear path that must be visible from every part of the map. For every mob in the zone we can now calculate an straight path to the nearest visible point of this fear path. From there the mob will stay on the fear 'path' and moves further away from his original spawn point.
Of course you can't just use a path but more of an area or you would end up with huge amounts of waypoints for wide open zones, but this method would be rather light on CPU cycles and you can even use this pathing to let an Mob find back to his original path or spawnpoint.
Generating such an fear path/area might not be trivial. Maybe it would be better to have a simple tool that gives an rough template which can be refined by human intervention.