were using a mesh floorplan in Blitzmax for our dynamic AI, works pretty well and you can paint level behaviours with vertex colours that influence the NPC AI's behaviour in interesting ways.
vertex colours act as varaiables, dangerous scary areas to avoid if possible unless you abslutely have to go there to evade something, good areas that are recommended if it's clear, stuff like that. or you can set a specific colour to determine cover, or where you can safely drop off a ledge without killing yourself etc
Still work in progress with our sports game, might be a bit CPU intensive for 11 AI NPC players and a Pentium 2 350, but good for other types of games.
one benefit of this method is that you don't need collision for characters, as they will only walk on the floormap and will not pass over open edges, so they will create paths around static obstacles where there is a hole in the floormap, and you can close off a door etc by dynamicly colouring verts across a doorway, or in theory seperating a few verts creating a open edge along the door.
might be able to do something similar in B3d too.
vertex colours act as varaiables, dangerous scary areas to avoid if possible unless you abslutely have to go there to evade something, good areas that are recommended if it's clear, stuff like that. or you can set a specific colour to determine cover, or where you can safely drop off a ledge without killing yourself etc
Still work in progress with our sports game, might be a bit CPU intensive for 11 AI NPC players and a Pentium 2 350, but good for other types of games.
one benefit of this method is that you don't need collision for characters, as they will only walk on the floormap and will not pass over open edges, so they will create paths around static obstacles where there is a hole in the floormap, and you can close off a door etc by dynamicly colouring verts across a doorway, or in theory seperating a few verts creating a open edge along the door.
might be able to do something similar in B3d too.