[Translation] correct setting of cryengine3 artificial intelligence-Advanced Skills

Source: Internet
Author: User
Correct AI settings-Advanced Skills forbidden areas

In forbidden areas is too far from the actual object body:

Replace forbidden areas to make them closer to the edge of the object, which can avoid the problem that the AI body and the object are too large to slide.

  

Do not place the two forbidden areas too close. The real-time AI Object Body cannot pass through, but navigation (in-engine navigation) still considers it a path between the two regions.

The solution is to delete a forbidden areas, which is a large forbidden areas that contains two objects.

    

Do not place the object too close to the edge of forbidden areas. Otherwise, the AI may experience hovering around these hidden bodies and slide into forbidden areas.

    

Either place the hidden body in the forbidden area or place it outside the forbidden area. Make sure that the AI body does not slide into the forbidden area when hovering around these hidden bodies.

    

For a large open structure, you should not set the forbidden area around them. Instead, replace it with the forbidden area

    

 

Hide anchors

If an enemy is a cone, AI will hide it in hide anchor. The more AI objects you need, the more hide anchors you need. Do not place hide anchors in one direction. Place all directions as much as possible.

Place hide anchors on each side of an object, not just the edges. Surface Coverage is better than edge coverage.

 

For thin objects, place hide anchors near the edge so that the AI body can leave their positions as soon as possible. Don't forget to put them on both sides of each other.

    

Place hide anchors only where AI can truly hide. For example, the front and back sections of a car have less coverage than the middle section.

 

Generally, the edge of the House has less coverage. First, hide anchors should be placed in the orientation point near the edge, and hide anchors should be placed at a 45 degree angle to the edge.

    

If you don't have enough hide anchors to handle more AI bodies, you can add hide anchors. Basic hide anchors is the most important. You can increase the number of hide anchors in 45 degrees.

  

      

If you are a long object, do not place hide anchors in the middle, because the AI body needs to move a long distance to change the position. If there are other shelters, you can place them only in the middle.

Way points

For two rooms, you can place two navigation points to connect them. Each corner of the room can reach the nearest waypoint. The connection line allows the AI to better switch the room.

Place waypoints at the edge of the object. This way, the AI body will not be stuck when moving around.

    

In this example, the AI body looks for the nearest waypoint on the wall side, and the nearest point happens to be on the other side of the shelter. In the new engine, the AI body still looks for tangent points, but consumes more performance. Replace it with waypoints with the same distance as a thin object

Note that when you connect to waypoints, the connection line should not be crossed or too close to the physical object.

Avoid waypoints being too close to the connection line. If the two AI bodies start to move, a collision may occur because the connection line is too close to each other.

    

Avoid connecting lines at the corner of an object, so that AI can run to other connections at the intersection.

    

You can easily solve this problem by adding a new waypoint on the edge.

    

If you have alternative routes, consider what it looks like. If you want to walk along the line completely, sometimes it is better to use more waypoints to simulate a solution that moves more naturally, such as the Right.

If you have a room, you must first place waypoints on all sides of the object.

 

Then you should observe that those waypoints are too close to each other. If yes, replace it with a waypoints. This can reduce the chance of AI getting stuck.

After placing waypoints, place hide points following the rules like placing hide anchors.

Hide points is also part of the navigation, which combines hidepoints and way points if they are too close.

If all the navigation points are placed, connect them.

    

Although the middle way point may not provide perfect motion, it is better than the AI body getting stuck.

The red line shows an incorrect connection. Either the connection line passes through the ry, or it is too close to the ry, or it is too close to other connections. It is normal to adjust the AI body in 1-2 steps before moving to the correct orientation. This is better than getting stuck in AI.

 

Author: Wuhua wujiu Source: wine.

 

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