Politician, entertainer, motivational speaker and publicist as an individualist & bon vivant on the go. Has combined work and life. Builder on the Internet.
Paraguay
https://PowerPaul.de
Now my test car is behaving pretty well and I constructed a nice system to generate, save & play pre-saved tracks in the form of waypoints. (The red dots are the waypoints...) The system works like that I set up a track which consists out of waypoints and as soon as a car reaches a waypoint the car generates further smaller waypoints to get to the next waypoint. The generating of these smaller is happening dynamic - so the cars don't drive on a simple path, but react to other (dynamic) obstacles or other cars on the track.
Yesterday @teooo called me with a question: "Was there a problem with saving the game or did I clicked the wrong button?". Luckily (for me, not for @teooo) he clicked the wrong event button. But during investigation of the process I saw that the "save data call" is triggered several times - which is not necessary.
Now the NavMesh looks like it should. Compare that with the mesh yesterday...The NavMesh looks right now and the NPC cars are driving around now. Today I have to fine tune their behavior.As example: Actually sometimes an agent misses his aimed next waypoint and begins circling around this point, because he tries to hit the point. Or when I use many agents they can build a huge crash at intersections. I already fixed this behavior with making every car a NavMesh obstacle, but I still have to test this with a few more test runs.
The racetrack (with modular elements).On the following picture you can see the navigation mesh I baked for the street elements of the race track as green overlay. Green is the area where the agents are allowed to drive. For barriers or advertising columns I created a NavMesh obstacle - this carves out a area which isn't available for the agents. But there is still one thing sub prime: some streets which are very close together combine to one area without any space between. This leads to the circumstance that the driving agents drive over this area freely without respecting the normal street path.
We already had a kind of devlog about the main game here for a while. At Bro Bang I also report on bug fixes and modifications...Then I want to resume reporting here about the small and large activities in relation to the main game. Is it always that interesting? Well, at least it's interesting for outsiders to see that game development also has a lot of “not very fancy” or nerve wrecking things in it. Anyway...
• Smoke is back - in a adapted way OG players of Bro bang know that there was smoke coming out of the machine as soon as the game machine received enough damage. Within a update version the smoke accidently disappeared because I moved the whole room, but not the smoke spawning point.