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Páginas: 2 (360 palabras) Publicado: 16 de junio de 2012
Overview
At a high level, pathfinding provides tools and functions to enable smoother and smarter movement behavior for non-avatar entities in Second Life (for example, monsters in a game, rats ina haunted house, wisps in a fantasy forest). We refer to these entities as characters; in gaming terminology, they are sometimes called NPCs (non-player characters) or mobs (mobile objects).
Up tillnow, content creators had to use resource-intensive scripting workarounds to emulate intelligent character movement. With the addition of pathfinding, content creators will have a much easier andbetter performing way of creating characters that can move around in the world. Characters can use LSL functions to avoid obstacles, move around corners, climb inclines, and move across regionboundaries: things that are very difficult or even impossible before. Pathfinding will also enable new gameplay mechanics, such as creating food that attracts monsters.
Note: Pathfinding is not ananimation system. It does not provide a way to animate a biped or quadruped in conjunction with the new movement functionality. You must use existing methods to animate characters. Nevertheless, pathfindingenables more dynamic movement and provides a better system for controlling character movement than was previously possible. For more information on creating animations, see Animation.
User groupThe Pathfinding user group meets Thursdays at 4pm in the center of Pathtest1 on the Aditi test grid.
Transcripts:
2012-06-07
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LSL functionsThe pathfinding LSL functions enable you to create characters that dynamically avoid obstacles while performing typical behaviors you might want in a game or other virtual experience, including:Evade - run away from a specified object or avatar. See llEvade.
Flee - Attempt to get a specified distance from a specified location. See llFleeFrom.
Navigate - Move to a specific location. See...
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