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Steam News16 May 201412y ago

Devblog: The challenge and saga of Zombie Pathfinding

In this devblog we announce the massive changes that are coming for one of our biggest issues: Zombie Pathfinding.

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addedIn this devblog we announce the massive changes that are coming for one of our biggest issues: Zombie Pathfinding. We have reworked the entire pathfinding system to operate on an auto-generated navmesh, the results can be seen in the devblog. Also included are screenshots of new artwork, such as a large new municiple building that is enterable with multiple floors. Fishing, hunting, and the reasons for delaying fireplaces are also discussed. Plans are outlined for other big changes coming, such as replacing the mouse-wheel action system, multi-threading/multi-core for servers, and a new renderign system allowing us to consider DX10 / DX11. View tumblr page or tumblr page without theme

In this devblog we announce the massive changes that are coming for one of our biggest issues: Zombie Pathfinding. We have reworked the entire pathfinding system to operate on an auto-generated navmesh, the results can be seen in the devblog. Also included are screenshots of new artwork, such as a large new municiple building that is enterable with multiple floors. Fishing, hunting, and the reasons for delaying fireplaces are also discussed. Plans are outlined for other big changes coming, such as replacing the mouse-wheel action system, multi-threading/multi-core for servers, and a new renderign system allowing us to consider DX10 / DX11. View tumblr page or tumblr page without theme

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Steam News / 16 May 2014

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