hey
i am currently working on an EntitySystem (or Agent/ActorSystem …) and detourcrowd navigation is one of its components.
my plan is to create something like Rival{Theory} Rain AI, nodecanvas, ADAPT or horde3ds GameEngine has also an GameAgentComponent
i created some components already in other projects and now i have to combine them ^^ in a good way so that it is easy to use …
my design concept is somthing like this:
EntityManager:
will be created at the root scene node and manages the entities (updates the different entityComonents individual )
EntityComponent:
on initialization it creates the basic components: Motor, Brain, Animator, Navigator, Physics(collision handling) and Perception(area awareness).
you can add scripts which can alter the entity. virtual function are : Pre() Sense() Think() Act() React() Post() they just call the entity components and then the scripts or custom components for this entity.
currently i am working on the Motor and Navigator component. I have simple steering implemented and now the detourCrowd Navigator will be added.
after that i will start with the Brain component, because i have already an FSM for it.
So my questions are:
(1) Is there a need to implement it for the urho3d engine core, like detourcrowd ? I will try to create it as generic as posible but for that some help would be nice ^^
(2) To edit the Brain components, i want to add somthing like a node canvas (for FSM and behaviour Trees design ). But dont know how to start !? Has someone created something like that ? It should be generic as well, so you can use it not only for the ai design but also to create shaders, procedural content …
(3) i would really like 2 more subforums. One for Tutorials and one for currently WIP core engine features, so we all can see who is working on what and how he/she is doing it and to see the thought process of choosing the class design for a component …