How to handle Flying AI?
It appears out of the box there isn't any support for nav volumes or extending the navmesh into different spaces. For flying AI I'm sure I could make one that hovers above the mesh and does constant ray checks in front of it when it is moving to repath and perform avoidance, but I was curious if there was some other engine specific support available or on the way. I would prefer to not re-invent the wheel.
asked Apr 15 '14 at 05:18 PM in C++ Programming
Your in custom territory and will have to implement it for your game specifically. You'll be inventing the wheel, not reinventing it.
I have not done flying AI myself, so my opinions on how to best do it won't be worth much, but what is considered flying is probably important. There's a big difference between dogfighting and flying units in a RTS game.
answered Apr 15 '14 at 05:26 PM
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