Guest Jim69 Posted June 16, 2003 Report Share Posted June 16, 2003 I was lookin at the developer diary for UFO Aftermath when I saw this: as you know, dear diary, we compose the city missions from blocks. These blocks have pre-computed values of "cover" for each square, i.e., how much a given square is covered from enemy sight (and fire). This calculation is pretty expensive and cannot be recalculated in run-time. Therefore, whenever a wall is knocked down, the aliens will gather there in droves, as no spot is better protected than the one inside a solid structure. Furthermore, squares just behind a wall or in a corner between two walls have high values of cover as well. Seems a pretty simple way of doing cover, and would make the AI seem much more complicated than it actually is ( which is what AI is about, right? ) u might ave already seen this, just thought I'd show ya just in case. Link to comment Share on other sites More sharing options...
red knight Posted June 17, 2003 Report Share Posted June 17, 2003 I hadnt, keep them comming if you find those, post them in the programming forums under a programming resources thread.... To have all those snipets in one place... GreetingsRed Knight Link to comment Share on other sites More sharing options...
Guest Jim69 Posted June 18, 2003 Report Share Posted June 18, 2003 (edited) I would, but I don't have the privilage to post in programming forum, so I wacked it 'ere. If I see ne thing I'll lay it down 4 ya. Edit: The URL 4 the dev. diary is here. Edited June 18, 2003 by Jim69 Link to comment Share on other sites More sharing options...
red knight Posted June 19, 2003 Report Share Posted June 19, 2003 Micah or Stew please give Jim69 Xenocide Recruit Status.. GreetingsRed Knight Link to comment Share on other sites More sharing options...
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