**Ghost Recon Wildlands** Official thread

that confused me, couldnt find my post but its in the other thread.

maybe a mod can merge them.

(edit- cheers mods :) )
 
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you get AI team mates that you can issue orders to, not sure how reliable that will be though.

Not much I'd imagine. It's odd, all these games with insane graphics and physics calculations, but still relying on basic tech for AI. Scripted walking paths, cone of sight etc. Odd.
 
Not much I'd imagine. It's odd, all these games with insane graphics and physics calculations, but still relying on basic tech for AI. Scripted walking paths, cone of sight etc. Odd.

Still plenty time before release to add to the AI scripting/algorithms. They already have some rudimentary behaviour in terms of shift patterns etc; would love to see better vision and hearing detection, noticing things out of place, etc. Not just in this, in all games. Enemy stupidity ruins lots of games (MGSV:TPP I'm looking at you)
 
Not much I'd imagine. It's odd, all these games with insane graphics and physics calculations, but still relying on basic tech for AI. Scripted walking paths, cone of sight etc. Odd.

Behaviour Trees are the most common method, because the provide a pretty good behaviour model and are pretty performant. Planning systems like GOAP are finding some headway now (Shadow of Mordor the most high profile game recently to use it). But they are difficult, I've written a GOAP system for UnrealEngine and running it on the game thread is a killer. I can put it on a separate thread but it means caching a snapshot of the world state to use which takes time and memory in itself, and means the planner can come back with a plan that doesn't reflect the state of the world.

Scripted patrol routes, line of sight perception etc are all good solutions still. Without patrol waypoints you can't just tell an agent to walk to random places, it'll look daft!
 
Probably isn't allowed to if it was the technical test. Edit: clearly not the case :D.

It looks promising but so many ubi trailers do :(.
 
Is it going to be the same setup as Division?

What do you mean by "the same setup as the Division"? They're both published by Ubisoft, they're both geared towards, but not reliant on, 4 player co-op. They both feature shooting people in the face in a variety of interesting ways.

Both very different games and settings otherwise, if you look beyond the Ubisoft and Tom Clancy labels.
 
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