Here's my next experiment in moving a character over a terrain. This one makes use of 5 random waypoints, and moves between them. In most game engines, there are a million ways to do this, but with 3DRad, due to it's unique OO component design, one must plug the components together with some nimble scripting in order to achieve this.
I have looked at the different possibilities, and decided to work with the basic concepts and functionality of the RobotDemo, and use a �pseudo-trainer� (an invisible guide) that moves between the waypoints, that keeps the main �skinmesh� character always facing in the right direction, as it follows it.
The movement algorithm for the �trainer guide� is still crude, but will be enhanced with refined interpolations, as my experiments progress.
Using this waypoint method instead of using a path, allows a character to move through a maze or streets in a more random fashion, thus adding an element of surprize to the game. By using different waypoint sets ( which can be loaded from file or server, as required), they can be used to enhance a story line, by making an AI character go to various places, and act out different roles as the game progresses.
One can add different paths to the equation as well, which will be the subject of my next experiment.
I have replace the compiled project file with the original editable one.
The runtime libraries have not been included in this archive in order to keep the file small.
I have looked at the different possibilities, and decided to work with the basic concepts and functionality of the RobotDemo, and use a �pseudo-trainer� (an invisible guide) that moves between the waypoints, that keeps the main �skinmesh� character always facing in the right direction, as it follows it.
The movement algorithm for the �trainer guide� is still crude, but will be enhanced with refined interpolations, as my experiments progress.
Using this waypoint method instead of using a path, allows a character to move through a maze or streets in a more random fashion, thus adding an element of surprize to the game. By using different waypoint sets ( which can be loaded from file or server, as required), they can be used to enhance a story line, by making an AI character go to various places, and act out different roles as the game progresses.
One can add different paths to the equation as well, which will be the subject of my next experiment.
I have replace the compiled project file with the original editable one.
The runtime libraries have not been included in this archive in order to keep the file small.