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Re: Server

Posted: Tue Mar 01, 2016 7:50 pm
by hendu
Could you give a textual example of how you would tackle this?
I would do something similar to what Q3 did, precalculate a pathing grid for each level. The bots can then move using that. You don't need millimeter resolution to tell the bot to "go up that hill and open that door" - the pathing grid could be at, say 0.5m, and you'd do smoothing client-side so they don't fall inside the terrain.

Re: Server

Posted: Wed Mar 02, 2016 11:32 am
by diho
@CuteAlien and Hendu, Thanks for your input! It's very helpful!

@sidu, Nice game! Looks great and I don't see any delay.