Rob Huebner legt uit hoe ze in Vampire - The Masquerade het arbitrary path-finding hebben aangepakt.Right from the start, we decided not to impose much in the way of restrcitions on our level designers, and since we are using an FPS-style editor, we can't really assume much about the geometry we're pathing through except its not likely to flat and its not likely to be easy.. What we attempted to do was to take the final geometry exported by Radiant and create a network of pathing nodes using the existing floor structure.Lees de rest hier