Chiblue Posted March 15, 2010 Share Posted March 15, 2010 I am using the GetEntityAABB to get the outside bounding box dimensions of my ingame static objects, I am using this information to build AI avoidance data. I need to ensure that the GetEntityAABB data is written to the AI engine in a clockwise rotation, I am only using the first set of X/Z points... Can anyone tell me how the GetEntityAABB provides the X/Z, or is this random. I can check and use the lowest X and Y, then then lowest X with the other Y etc... this would work but if the GetEntityAABB has a consistent logic then this would save some additional logic.. Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
Canardia Posted March 15, 2010 Share Posted March 15, 2010 You could try it out to find out. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Josh Posted March 15, 2010 Share Posted March 15, 2010 Minimum followed by the maximum. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Chiblue Posted March 16, 2010 Author Share Posted March 16, 2010 That worked really well... thanks Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
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