Original Post
hi all,
i am working on a 3d FPS engine ..... me and my team has almost finished work on rendering and sound components(the engine uses .bsp maps and loads .md2 models, the world is static)...... and now i am working on the AI module ....... what i want to know is what is the method/technique used by QuakeII/Half life or other popular FPS games for pathfinding ......
i now that quakeIII uses the AAS(area Awareness System), abt which there is very little info avilable and from wateva was available i have come to know that it is quite complex so it is not an option .......
i know that in UT the person making the map has to manually place the waypoints and then the engine makes paths for the bots ........ but what is the algo used(A* or sumthin like that??? ) used for generating paths ....
I understand the A* algo and i have done quite some beginner level search ........ but still i have quite a few questions for example.
wat other methods are available for pathfinding other than methods in which the person amking the map has to manually place the waypoints
if i do use a method which involves placing waypoints..... is there a method for automatic waypoint generation.
once the waypoints are generated(automatic or manually)wat is the preferable method to generate paths.
if A* is used for pathfinding, is placing waypoints the only solution(i am not considering using tiles or other things of that sort)
is it better to precalculate the paths or otherwise?
and some other things but i guess that this much is enuf for this post.
i hope that i have expressed myself clearly
any help that is anyway realted to AI in a 3d FPS engine will be greatly appreciated.
enygmyx.