Z-Day - Site, Sound and Errrr A.I.
by Andy Rollins · 09/22/2009 (2:10 pm) · 25 comments

It's been quite a few months since my last blog regarding Z-Day and us starting to delve into developing a Pathfinding solution for Torque using a NavMesh rather than the more traditional waypoint grids used in the resource posted on the site.
Unfortunately work has been really busy so I've not had anywhere near as much time to work on it as I'd hoped for, I know I know the injustice of it all, just because they pay my wages they expect me to work on their projects rather than my own!!!! I tell ya it could go to the Supreme Court this one.
Anyhow, so what have we been doing over the last few months?? Well there's a few things that have changed with the game and that the rest of the team have been working on.
NavMesh and Path Finding
There has still been quite a lot of progress on the NavMesh side of things, the editor now has many more features like merging points, splitting edges and nodes plus the big news is that we've integrated the Recast NavMesh Builder from Mikko Mononen into Torque, Mikko was Lead AI Programmer for Crysis so he knows a thing or two about AI and the results we've been getting from his Recast Library have been a huge bonus to editor we've been working on.As you can see we also have Pathfinding working now and you can begin to see the huge benefit of a NavMesh over a traditional waypoint grid, we need a tiny fraction of the points/nodes to cover huge areas of a map that you would with a waypoint grid and the paths come out much smoother as we can take straight line paths across convex polygons rather than having to zig-zag along strict lines.
Flashlights
Dan Delp has not only been working on the A.I. side of things with Chris and myself but also been delving into getting torchlight working in the game so that we can go really dark and spooky in areas of the map and have the players relying on their torches as the only means of vision and the uncertainty that a Zombie could leap out of any shadow. It's highly experimental at the moment but as you can see in the screenshot below it's looking quite nice as an effect.
Music & Sound
Since my last blog we now have a Sound Designer, Derrick Bozkurt, working some magic on the audio for the game - it makes a huge difference to the gameplay and feel once you start getting in some music and sounds to enhance the feel and drama of the situation, especially for a game like Z-Day where we're aiming for a tense, dark and eerie feel to the game.You can have a listen to the Main Theme music for Z-Day and read more about the process and effort Derrick has been putting into designing and pulling together the composition over on the Z-Day website where he's posted a Blog all about it.
We're lucky to have him on board and if you have a listen to the music I'm sure you'll agree that that he's destined for some great things.

Z-Day Website
We've had a few issues with the website and the forums being hacked or eaten by a zombie virus, unfortuante but true... it has given us a chance to look at what we want from the site which until now had really just been an entrance to the forums.The whole site has had a revamp and redesign thanks to our very own web developer, artist, coder, all round guru and master of time (Chris Gosling works a standard 40hr day, spends 10hrs with the wife and kids, whilst still finding time to head down to the beach and tease us Brits about the weather).

Please stop by and have a look at the new site
and let us know what you think?
Of course no blog about the game would be complete without a couple of images of the actual game itself so I'll leave it here with a couple of shots of the game and some new buildings from our artists Jacob, Anton and Chris.
We are always on the look out for anyone interested in helping out, especially coders and artists - so much to do and any help is welcome so if you're interested then please get in touch.
Thanks for reading and we'll have more to share soon hopefully.



About the author
#2
The site has been a great find for us for ideas, help and direction.
09/22/2009 (5:10 pm)
Thanks Josh, it's been great to get it working with Torque - I hadn't realised he was the Crysis guy originally but during our research into AI I've become a member of www.aigamedev.com where there's an article from Mikko (you'll have to be a member to view it but it's free to join) aigamedev.com/insider/presentations/recast-teaser/ on the work he's doing with Recast.The site has been a great find for us for ideas, help and direction.
#3
Navmesh looking good! Smart idea about creating a radius away from walls function to stop the AI from getting hooked up on the corners of things.
09/22/2009 (6:12 pm)
Crikey, great score! If only I wasn't tone deaf!Navmesh looking good! Smart idea about creating a radius away from walls function to stop the AI from getting hooked up on the corners of things.
#4
Great job with Recast! Are you planning to sell the code to integrate it into Torque 3D? You'd definitely have a buyer here.
09/22/2009 (6:20 pm)
Awesome work, Andy! The score was most unnerving, but alas, fitting the theme! :)Great job with Recast! Are you planning to sell the code to integrate it into Torque 3D? You'd definitely have a buyer here.
#5
Question, I noticed there doesn't appear to be a link between the interior nav meshes and the exterior nav meshes. True? or just not in Video?
Question 2, Are you planning on selling, or just keeping internal?
May change my plans depending on answer.
09/22/2009 (6:37 pm)
Funny, I'm doing the same with Recast, integrating with Torque.Question, I noticed there doesn't appear to be a link between the interior nav meshes and the exterior nav meshes. True? or just not in Video?
Question 2, Are you planning on selling, or just keeping internal?
May change my plans depending on answer.
#7
Oh, and keep us informed about the game, and send some encouragement to your Sound Designer too!
09/23/2009 (1:30 am)
Wow, excellent work all around Andy! This kind of demonstration is inspirational in getting me to expand my working knowledge, so I'm looking forward to hearing and seeing more progress. Oh, and keep us informed about the game, and send some encouragement to your Sound Designer too!
#8
09/23/2009 (5:05 am)
Looks fantastic! I'm looking at implementing navmeshes myself, so Recast is of huge interest. How much work did it take to integrate with Torque? Seems like a case of needing to pass all the correct geometry to the library, then obviously implementing a class to store all the mesh data you get out of it.
#9
@Dee - Not sure whereabouts in the video it doesn't appear joined? The whole mesh is joined up exteriors and interiors, my other half had fun for ages clicking around getting the Bot to run around the map, up and down the stairs of the 5 story flats for about 30 mins the poor Zombie was knackered by the end of it!!
@Konrad, Dee, David - All of this will be released to the community one way or another, it's really a case of it would be nice to get a little cash as theres only myself on the team with a Torque 3D license but on the flip side it'd be nice to give something back for free (and less support for us than with a paid pack), so right now I can't answer how. As for timelines I want to get the AI classes in as well in the next couple of months and probably look to release this Nov/Dec time.
@Daniel - Integrating with Recast was really easy, took about 200 lines of code for the basic integration, we've used our own Pathfinding and Mesh structures so it ties in with the rest of the editor but you could just use Detour as that has the Mesh structures and pathfinding built in already and should drop straight into torque.
09/23/2009 (6:13 am)
@Steve - Yeah it's a great idea to have a radius, saves a tonne of processing having to avoid walls or posts sticking out when pathfinding - it's an idea from Mikko rather than ourselves though.@Dee - Not sure whereabouts in the video it doesn't appear joined? The whole mesh is joined up exteriors and interiors, my other half had fun for ages clicking around getting the Bot to run around the map, up and down the stairs of the 5 story flats for about 30 mins the poor Zombie was knackered by the end of it!!
@Konrad, Dee, David - All of this will be released to the community one way or another, it's really a case of it would be nice to get a little cash as theres only myself on the team with a Torque 3D license but on the flip side it'd be nice to give something back for free (and less support for us than with a paid pack), so right now I can't answer how. As for timelines I want to get the AI classes in as well in the next couple of months and probably look to release this Nov/Dec time.
@Daniel - Integrating with Recast was really easy, took about 200 lines of code for the basic integration, we've used our own Pathfinding and Mesh structures so it ties in with the rest of the editor but you could just use Detour as that has the Mesh structures and pathfinding built in already and should drop straight into torque.
#10
09/28/2009 (12:56 pm)
Wow Andy.. Fantastic job! This is really exciting stuff.
#11
09/29/2009 (5:33 pm)
Any hopes in letting us little people know how you integrated Recast into Torque.....I'm using TGE 1.5.2........Donnie
#12
@Donne - Not at the moment, we're still undecided how we're going to release this out to everyone whether as a free resource or as a pack - most of the code at the moment will work on either TGE or TGEA just the rendering piece would need re-writing but that's fairly simple.
10/01/2009 (6:41 am)
@Matt - Thanks it's been great for us working on things to start seeing some of it coming together.@Donne - Not at the moment, we're still undecided how we're going to release this out to everyone whether as a free resource or as a pack - most of the code at the moment will work on either TGE or TGEA just the rendering piece would need re-writing but that's fairly simple.
#13
10/01/2009 (5:17 pm)
Cool, I'll keep watch.....
#14
I have added a new resource for the integration of Torque3D and Recast, if you want to check it out:
www.torquepowered.com/community/resources/view/19521
Cheers.
Diego.
03/24/2010 (7:33 am)
Hi all,I have added a new resource for the integration of Torque3D and Recast, if you want to check it out:
www.torquepowered.com/community/resources/view/19521
Cheers.
Diego.
#15
12/23/2010 (9:04 pm)
@Andy, any news or comment on this?
#16
12/30/2010 (9:21 am)
We've recently taken the sad decision to stop development on ZDay it was an ambitious project but one that requires a strong team and we just couldn't sustain the commitment from people so it felt like we spent half the time we should have been developing on recruiting and then bringing people up to speed with the codebase.
#17
12/30/2010 (9:23 am)
The final straw has really been the forced upgrade from TGEA to T3D, couldn't stick with TGEA as we need team members and you can't buy licenses for it and the upgrade to T3D is a nightmare for us - we've a lot of DIF assets that just perform, are buggy and look horrible in T3D.
#18
12/30/2010 (9:24 am)
I also don't believe Torque 3D is performant enough right now to handle the size of map and quantity of models (even with good LODs) that we've got - the frustum culling isn't sufficient a match for the heavyweight rendering and whilst basic lighting appeases some of it the dynamic shadows are horrendously expensive.
#19
(Probably something with the A.I. codebase I was working on)
12/30/2010 (9:26 am)
Maybe we'll revisit ZDay in future when T3D is more mature but for now it's shutdown, I'm taking a little time out for christmas etc and then I'm going to have a look at what project or what I want to work on next.(Probably something with the A.I. codebase I was working on)
#20
I was really interested in knowing about the NavMesh and Path Finding tech you were using.
12/30/2010 (2:07 pm)
Sad to hear about the course of ZDay Andy.I was really interested in knowing about the NavMesh and Path Finding tech you were using.

Associate Josh Engebretson
I was just daydreaming yesterday about doing some work with the Recast library and Torque 3D. I didn't realize it was written by the Crysis AI guy!
Great work!!!