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DaniJ
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Posts: 1740
Registered: 08-03


It all makes sense now, that being the source of the confusion.

I believe that the map data structures do not map well for use dually as the navigation graph itself. In a bot navigation graph you aren't really interested in the entities which represent the physical world. What you are actually interested in are the paths between them. Defining the graph in the manner you suggest will ultimately result in a lot more work at runtime because the locality of your nodes is tied to the physicality of the world.

The other reason why such a representation is less useful is because you cannot easily manipulate the entities represented within the graph itself dynamically. Consider the situation where you want a bot to follow a path defined by another moving entity. In your model, you would end up having to define multiple "node types" rather than simply representing everything opaquely as "way-point nodes".

Old Post 11-17-11 20:46 #
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Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom General > Have single player or cooperative bots been attempted?

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