<?xml version="1.0" encoding="UTF-8"?><rss
version="2.0"
xmlns:content="http://purl.org/rss/1.0/modules/content/"
xmlns:dc="http://purl.org/dc/elements/1.1/"
xmlns:atom="http://www.w3.org/2005/Atom"
xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
> <channel><title>Comments on: Driftmoon path editor</title> <atom:link href="http://www.instantkingdom.com/2009/11/driftmoon-path-editor/feed/" rel="self" type="application/rss+xml" /><link>http://www.instantkingdom.com/2009/11/driftmoon-path-editor/</link> <description>Independent Games</description> <lastBuildDate>Wed, 28 Jul 2010 17:12:55 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.0</generator> <item><title>By: Ed</title><link>http://www.instantkingdom.com/2009/11/driftmoon-path-editor/comment-page-1/#comment-337</link> <dc:creator>Ed</dc:creator> <pubDate>Wed, 11 Nov 2009 08:35:58 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=563#comment-337</guid> <description>Wow, looks great!I&#039;m really stoked over Driftmoon... it&#039;s awesome!</description> <content:encoded><![CDATA[<p>Wow, looks great!</p><p>I&#8217;m really stoked over Driftmoon&#8230; it&#8217;s awesome!</p> ]]></content:encoded> </item> <item><title>By: Ville</title><link>http://www.instantkingdom.com/2009/11/driftmoon-path-editor/comment-page-1/#comment-303</link> <dc:creator>Ville</dc:creator> <pubDate>Sun, 08 Nov 2009 10:43:46 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=563#comment-303</guid> <description>Some rooms have multiple points, and you&#039;re correct in that the AI can use them to get around objects the player has put there. For example you could drag a heavy stone block to one side of the room, then the AI will need to either push it away or go around it.One more reason to have more than one point in a room is that the AI can use them to go from door to door smoother without going through the center of the room. So if your room has two doors, you would put a point to each door and the AI can go directly from door to door.</description> <content:encoded><![CDATA[<p>Some rooms have multiple points, and you&#8217;re correct in that the AI can use them to get around objects the player has put there. For example you could drag a heavy stone block to one side of the room, then the AI will need to either push it away or go around it.</p><p>One more reason to have more than one point in a room is that the AI can use them to go from door to door smoother without going through the center of the room. So if your room has two doors, you would put a point to each door and the AI can go directly from door to door.</p> ]]></content:encoded> </item> <item><title>By: DRL</title><link>http://www.instantkingdom.com/2009/11/driftmoon-path-editor/comment-page-1/#comment-301</link> <dc:creator>DRL</dc:creator> <pubDate>Sun, 08 Nov 2009 01:06:27 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=563#comment-301</guid> <description>Oh!, another interesting feature. I agree completely with the fact of &quot;take a few minutes and do it&quot; because where I have seen such system, it worked pretty well. I mean, &quot;generic&quot; pathfinding is ok for open areas, but a path system is really helpfull when things get narrow, if you get my point.
One question, thought: It looks like in rooms there are many paths. These, I guess, are for provinding the AI a &quot;way around it&quot; if an obstacle is encountered?
Anyway, each new update is appretiated. Keep up the good work!</description> <content:encoded><![CDATA[<p>Oh!, another interesting feature. I agree completely with the fact of &#8220;take a few minutes and do it&#8221; because where I have seen such system, it worked pretty well. I mean, &#8220;generic&#8221; pathfinding is ok for open areas, but a path system is really helpfull when things get narrow, if you get my point.<br
/> One question, thought: It looks like in rooms there are many paths. These, I guess, are for provinding the AI a &#8220;way around it&#8221; if an obstacle is encountered?<br
/> Anyway, each new update is appretiated. Keep up the good work!</p> ]]></content:encoded> </item> <item><title>By: Ville</title><link>http://www.instantkingdom.com/2009/11/driftmoon-path-editor/comment-page-1/#comment-299</link> <dc:creator>Ville</dc:creator> <pubDate>Sat, 07 Nov 2009 19:13:36 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=563#comment-299</guid> <description>Yeah, they can just walz off the path. The path is actually more of a guideline for the AI to find a way around obstacles. So if you&#039;re hiding in a room where the map maker hasn&#039;t made a path for the AI, it won&#039;t find its way there. But no worries, the paths are really easy to set up.</description> <content:encoded><![CDATA[<p>Yeah, they can just walz off the path. The path is actually more of a guideline for the AI to find a way around obstacles. So if you&#8217;re hiding in a room where the map maker hasn&#8217;t made a path for the AI, it won&#8217;t find its way there. But no worries, the paths are really easy to set up.</p> ]]></content:encoded> </item> <item><title>By: Pete</title><link>http://www.instantkingdom.com/2009/11/driftmoon-path-editor/comment-page-1/#comment-297</link> <dc:creator>Pete</dc:creator> <pubDate>Sat, 07 Nov 2009 12:16:07 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=563#comment-297</guid> <description>...er, walk, not walf. The keys arent even near each other.</description> <content:encoded><![CDATA[<p>&#8230;er, walk, not walf. The keys arent even near each other.</p> ]]></content:encoded> </item> <item><title>By: Pete</title><link>http://www.instantkingdom.com/2009/11/driftmoon-path-editor/comment-page-1/#comment-296</link> <dc:creator>Pete</dc:creator> <pubDate>Sat, 07 Nov 2009 12:14:50 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=563#comment-296</guid> <description>This is bound to help a whole lot when making indoor maps. I wonder if they can walf off the path, though? Like, say, that side room there, if the player hides in a corner? Presumably they do :)</description> <content:encoded><![CDATA[<p>This is bound to help a whole lot when making indoor maps. I wonder if they can walf off the path, though? Like, say, that side room there, if the player hides in a corner? Presumably they do <img
src='http://www.instantkingdom.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p> ]]></content:encoded> </item> <item><title>By: Redemption</title><link>http://www.instantkingdom.com/2009/11/driftmoon-path-editor/comment-page-1/#comment-295</link> <dc:creator>Redemption</dc:creator> <pubDate>Sat, 07 Nov 2009 09:02:41 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=563#comment-295</guid> <description>Sounds awesome. In making Aleryon Betrayal I&#039;ve seen a fair amount of AI stupidity in close-quarters.... I think I see the physics puzzle door from the preview video.</description> <content:encoded><![CDATA[<p>Sounds awesome. In making Aleryon Betrayal I&#8217;ve seen a fair amount of AI stupidity in close-quarters.</p><p>&#8230; I think I see the physics puzzle door from the preview video.</p> ]]></content:encoded> </item> </channel> </rss>
<!-- Performance optimized by W3 Total Cache. Learn more: http://www.w3-edge.com/wordpress-plugins/

Minified using disk
Page Caching using disk (enhanced) (user agent is rejected)
Database Caching 1/13 queries in 0.010 seconds using disk
Object Caching 201/381 objects using disk

Served from: www.instantkingdom.com @ 2010-07-29 15:18:06 -->