Hey "Todd", I knew you would pop up at some point, which is why I re-mentioned your portal system.
Yep, "Frank's" got something to think about here with hard-coding the nodes - no doubt, he has a few ideas as to how he is going to reinterpretate them at run-time. Possibly, the editor could write the required details to a file - meaning the engine could pick up the data from the file at run-time. Or, perhaps the level geometry will be scanned and the data extracted at run-time without sourcing from a file. The radius of the nodes, may prove irrelevent but possibly will be utilised.
The nodes will probably also sit at other key points such as health pick-ups, ammo, weapons, triggers, etc. I assume there will be a look-up for distances - to enable the AI to "know" the fastest route to the closest health pickup (in the way a human player could if they know the level and the location of all of the health pick-ups).
Yep, "Frank's" got something to think about here with hard-coding the nodes - no doubt, he has a few ideas as to how he is going to reinterpretate them at run-time. Possibly, the editor could write the required details to a file - meaning the engine could pick up the data from the file at run-time. Or, perhaps the level geometry will be scanned and the data extracted at run-time without sourcing from a file. The radius of the nodes, may prove irrelevent but possibly will be utilised.
The nodes will probably also sit at other key points such as health pick-ups, ammo, weapons, triggers, etc. I assume there will be a look-up for distances - to enable the AI to "know" the fastest route to the closest health pickup (in the way a human player could if they know the level and the location of all of the health pick-ups).