This week I’m going to talk about the programming stuff I’ve been working on. As I said a little while ago, my main focus lately has been rewriting the NPC vehicle code. It’s been a long journey, and I’m far from done, but I’ll give you an update on what I’ve been trying thus far.
So I started by just throwing a bunch of Actors with a vehicle mesh into a level with a network of paths to see if I could get them to follow said paths. That worked, but obviously wasn’t the most impressive thing since the meshes didn’t turn or anything, they just shifted around.
After that I tried some tests of physics-based movement to try to harness rigid body movement and physical interactions. There weren’t any hilarious incidents, and sadly I didn’t capture any footage of it anyway. In the end I decided to abandon the physics-based movement because of the additional physics tick overhead that was causing me problems.
So for now I’ve gone with much more basic movement mechanics. It took a little tweaking to stop over-turning and swerving, but eventually the vehicles settled into a much nicer pattern. Now I have some basic driving mechanics for a few hundred vehicles populating the scene.
The downside to all of this? Well unfortunately with the lack of physics-based movement I’m having trouble with collisions and physical reactions. The vehicles don’t currently collide with the player or each other, so now I’m focusing on collision issues to try to fix that.
That’s all for now. Hopefully that helps explain the programming stuff I’ve been up to. –David