The collision detection engine does not account for movement between two frames of animation, a fact that is clearly demonstrated by the Panoramic Camera's ability to accelerate and clip past a level's boundaries in Theater. Halo 3's engine uses a posteriori collision detection. For example, only Brutes can drive Banshees, and only Jackals can act as snipers. Filters Particular tasks are only available to specific types of personnel. Refinements have also been made to that system some are listed below. (where adding s to t would not exceed t’s capacity) The "greedy approach" to this system, expressed in pseudocode, is: while (S is not empty)įind pair (s,t) that give the minimum H(s,t) for all S x T The only danger in attempting to minimize H( F) is that "AI can look really stupid with wrong H( F)". The cost function allows the game to weigh different concerns-for example, the squads "don't want to travel far" but do "want to act coordinated" and "get near the player". Bungie needed a way to choose between two different distributions. Different tasks and behaviors will be distributed amongst the squad's members. Basically, not every member of a squad will be performing the same tasks or behaviors in a given situation. The cost function ( H( F)) gave Bungie "a basis for choosing one distribution over another". The first part of that problem (respecting task-capacity constraints) was referred to as "bin-packing". There were two parts to this function: the developers needed to respect all task-capacity constraints and minimize the cost function H( F) - in other words, they needed to avoid assigning too many squads or personnel to a task, and they needed to make the function ( F) as efficient as possible (with H measuring how much it "cost" to use F). Bungie's goal was to find a mapping F( S)→ T - in other words, Bungie needed a function ( F) that would effectively assign squads to tasks. In mathematical notation, the squads are expressed as a set S with n members the tasks are expressed as a set T with m members.
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