Planing for Character navigation
September 9, 2009
I have started game development by social simulation and some how I love to simulate character. Simulating character is not a easy thing. There are lot of issue involved with it. George taught some part of it. I wish, I can work with him again!!! I feel him a lot now because I think it’s the best time to work with him. Anyway, let’s see how far I can go with it. The plan have to simple because by myself I can’t do lot of thing but can do part of it. So, plan is:
- Character navigation
- Mesh Based path system
- Path finding
- Interacting character with some prop
1. Character navigation
First of all this is a huge term. I will try to do minimal. Like: character can walk in a path under command of a system. It will be like animation control with some control over it. I will try to explain more on time.
2. Mesh Based Path System
In past I did grid based path system. In that time I develop a grid system which created on run time based on some info. It’s good for dynamic build system like player will create new navigation area for game character. Sim’s is a good example of it. But for fixed area it should be mesh based navigation when I can create a navigation area and put information in the mesh and this invisible mesh will drive the character path. I’m new in that system and I want to develop it.
3. Path Finding
This will be modified A* system. Let’s see how it’s work.
4. Interacting character with some prop
This is the most complicated part and critical task. George told me some way to do so, I will try in that way.
So, it’s a big plan!!!! There are lot of resource issue here. I will use Unity to do this to leave the rendering part on it and also try to reuse their resource for it.