Ambiera ForumDiscussions, Help and Support. |
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So here’s the kind of navmesh I’ve been generating in CopperCube on top of the terrain. But again, if you’ve got obstacles on the terrain, you’ll need to edit the navmesh manually. The good thing is, i can just delete the extra polygons from the grid in editor. |
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That's ambitious and awesome, so can enemies follow the path to locate player etc |
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Well, that’s exactly what pathfinding algorithms are for. Enemies can find the player, point-and-click movement where the player moves around by clicking, or simply to let NPCs navigate the world. The downside of my current implementation is that the graph is static when the path is generated. So if the scene geometry changes (like objects appearing on the path), the graph doesn’t update, and the path will go right through them. Of course, in theory, you could rebuild the graph dynamically with a dynamic navmesh, but in this context, that’s just not a practical solution. |
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VP: "is it possible with this to make 3D building details using a 2D texture - maybe as a displacement map shader - or is that a completely different thing to how this water/wave/ripple example is working?" To answer this question: it might be easier with opengl since i can currently not use a .png or texture in general in the directx9 but i know it could work in opengl, problem is i am not good at opengl shaders but maybe i will give it a try in opengl. So to answer the question in general its possible and not far off what i did, but there was also an fake pbr shader made by Glitched Velocity maybe you could check that out but i have heard it aint working good and takes a lot of fps away so its not recommendet. Or you might give RTXRemix a chance i already tested it and it seems to be working quite well (on high specs with frame generation like dlss). |
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thanks - oh yes, that's right, I have glitched velocities fake pbr, It works really well. I had forgotten about it. I'll maybe fire it up again and check. I really like your wave shader. I remember being so impressed with a game ccalled severance, the first time I saw interactive water with reflections. I tried yours with transparency (alpha and dithering) but it didn't work because of the lighting (I think) any way to get the water transparent or reflective at all - even faked? |
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Well the transparency kinda works by changing the opacity try for e.g. 0.5, but the reflection could work by using the render to texture methods but i didnt achived that right now, maybe i will give it a try but right now not in it and it needs a bit of work. |
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Oh that's great! I'll change the transparency value - don't worry about reflection - I can just add highlights to the texture as an illusion. |
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