The idea is rather simple. Find waypoints and meshes close to the player, and determine for each waypoint if it's behind a mesh (ie. usable as cover by the AI) or not. In the image below you can see the yellow waypoints are marked as Cover.
note: the boundingbox is way too large. I used the SceneObject's BoundingBox (also used for viewFustrum culling) for now. Blue = NoCover. Yellow = Cover.

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