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Skyrim birds and flocks
Skyrim birds and flocks









skyrim birds and flocks

It has quite serious faults, mind you, and the AI isn't going to impress very much.īut that's the game for interesting lore and world style. I think the last interesting game in the genre is Morrowind. The fox is way more likely to be in places with dense nav.mesh because that’s where the majority of nav.mesh triangles are. However, because nav.mesh triangles have very uneven area, the fox distribution over space is very uneven too. probability to be in any particular nav.mesh triangle is about the same. After long enough time, random walk algorithm causes the fox to be randomly distributed over nav.mesh triangles, i.e. It does something similar to random walk over nav.mesh triangles. The fox AI doesn’t quite maximize anything. In a big flat nothing, NPCs can walk any direction they want without colliding into things, having a dense nav.mesh at that place would be a waste of resources. Once the nav.mesh is in RAM, the game runs raycasts or A* search or whatever, the cost is CPU time. The game probably streams the nav.mesh along with map tiles the cost is disk I/O and RAM. The design intention was saving resources.

skyrim birds and flocks

> The original design intention is that the number of triangles encodes the sense of distance, but maximizing the #triangles actually leads to interesting places. I haven't played that game as much as the others, and don't have enough in-game experience to comment. I'd also like to hear the GP commentor's reply re: emergent gameplay in Morrowind. The most interesting emergent events I remember from Skyrim (or Oblivion) were funny glitches like this one: Dialogue, the core interaction between the player and most NPCs, is still 100% scripted conversation trees.

skyrim birds and flocks

Dynamic behaviors like the one you mentioned are still all essentially scripted interactions. In what regard is Skyrim's gameplay emergent, aside from the OP link's fox example?Īs I understand it, Radiant AI is a framework for fixed and relatively simple finite state machines, with states like "use the anvil at the blacksmith's shop during working hours" or "drink in the tavern at 9 PM." Don't get me wrong, it's leaps and bounds beyond the NPC AI found in earlier games, but it's far from the emergent craziness you'll see in a sandbox game like Rimworld or Dwarf Fortress.











Skyrim birds and flocks