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   AI Content Examples

The following AI content examples are provided as a stepping off point from visual example to documentation article. You will find various topics such as pathfinding and complex setups like the Tactical Point System for environment evaluation.

 

The AI system that ships with CRYENGINE is a proprietary solution that extends from specific engine modules. The basis of the AI system is housed around the mechanics that stem from the core gameplay of the Crysis series. This allows for you to have numerous types of AI that can extend in both complexity and memory footprint. The system has a few core components that are named pathfinding, behavior trees, and query systems. Utilizing these three resources you are able to have an AI that not only has a behavior with specific animations, but also has the ability to evaluate the dynamic environment it is in and make educated choices. On top of this we are given tools that allow for cover, along with Smart Objects that allow for off-mesh navigation to make your AI even more dangerous.

 

AI Examples Provided

Example TitleDescription
1.0 - Behavior TreesThe order of execution of behavior depending on circumstances.
1.1 - PerceptionAudio and visual limitations on NPC characters.
1.2 - Tactical Point System - Grid QueryEvaluation of points in a grid-like pattern extending from the players origin.
1.3 - Tactical Point System - Cover SurfacesEvaluation of AI Cover Surfaces for optimal positioning or hiding within a level.
1.4 - AI SequencesFlow Graph setups that allow for the execution of AI movement and behavior within the level.
1.5 - Navigation AreasNavigation Area drawn out to include the volume and exclusion zones.
1.6 - Basic Setup "Patrol"Combination of AI Tag Points along with AISequence:Move nodes for a looping patrol.
1.7 - Off-mesh Navigation/Smart ObjectsThe tool used to allow for transitioning over obstacles or from one Navigation Area to another.
1.8 - Runtime RebuildThe ability to rebuild the Navigation Area at runtime to allow for dynamic pathfinding and obstacles.
 

 

 

 

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