1 min
The eighth CGD blog post about Don’t Walk By
This week I added more functionality to the points of interest system as well as adding more functionality to my density grid.
On the PoiPoint script I added a maxPawnCount and a poiState. The maxPawnCount allows a limit on how many pawns can path to that poi this stops 5 pawns from surround a chair which looks odd. PoiState what type of poi is the poi, this will dictate idle animation to play at that poi.
I also added the PoiPoint script to the prop prefab which turns all props in the scene into pois.
The ai is now ready to start working with my density grid system. The only additions I had to make was a getter of the 1d that stored the grid as well as moving the grid loading from start to the second tick of update. I did this because the level is loaded on the first tick which dictates the size of the 1d the stores the grid.
Subscribe to this blog via RSS.
C++ 30
Directx12 11
Mario kart 11
Commercial games development 15
Unity 15
Low-level programming (19) C++ (30) Text based adventure (5) Ex-machina (9) Game engine programming (11) Directx12 (11) Mario kart (11) Land of gold (5) Audio visual production (1) Commercial games development (15) Unity (15) Don't walk by (15)