The main goal of IrrSteer is a NPC-System !!!
it should be flexible enough to create NPCs for any sort of games (RPG, RTS, FPS)...
Forum and Project Page: http://abusoft.g0dsoft.com/IrrSteer
a small demo: IrrSteer-Demo.7z
tutorials: How to use IrrSteer
for team and versioning reasons I created a svn repositry !!!
![Cool 8)](./images/smilies/icon_cool.gif)
and of course I granded public access, too !!!
![Laughing :lol:](./images/smilies/icon_lol.gif)
svn: http://g0dsoft.net/irrsteer
it contains everything you need !!!
![Cool 8)](./images/smilies/icon_cool.gif)
- Irrlicht v1.7 (GNU-win32 OGL/DX9)
- IrrOpenSteer v1.1 (GNU-win32 + source)
- IrrSteer v0.1 (source + demo)
Irrlicht can be replaced with any other version, but remember to recompile the other projects afterwards...
IrrOpenSteer and IrrSteer are Code::Blocks projects and should compile on any system...
![Image](http://abusoft.g0dsoft.com/IrrSteer/gfx/IrrSteer.jpg)
done:
- use a Manager-System
- create vehicles (NPCs)
- assign scene node and animations to vehicle
- give vehicle orders (idle, wander, follow a path)
- create obstacles
- implement neighbors
- vehicle avoidance for obstacles and neighbors
todo:
- waypoint system (+ path finding)
- scripted vehicle orders
- more vehicle orders (flee, follow, attack, etc.)
cu, Acki