Thanks for the response guys, that's helpful.
(03-09-2013 12:10 AM)Rubeus Wrote: Out of curiosity, what does EKI have that would make it worth that much trouble? AI programming is generally not difficult, and the waypoints can make it just plain easy.
Firstly, it wouldn't be that difficult for me as I already have the bulk of the code written in C++ due to having already integrated it into another engine.
Secondly, with all due respect, simple AI is easy ... complex AI is anything but in my experience.
EKI One brings a huge amount of added value for complex AI design. True I don't need its nav mesh capability as Esenthel already has that but as I understand it doesn't have Detour crowd and as such lacks steering. But that aside, EKI One supports a full Hierarchical FSM system along with great toolsets to support this based around flowchart design. In addition to this it supports a complete ambient AI system which is really nice and great tools to support cut scene type design. Although I had my own FSM system that worked reasonably well for AI it lacked the tools to take this to another level, EKI One provides these and I estimate it would have taken me years to write anything like those myself. It also supports a full sensory system too for NPCs. It's Windows only but my projects are aimed at that platform so that's not an issue for me.
@fatcoder thanks for the pointer. That's really useful and is a valid way of producing what I need and avoids having to parse files so long as I'm able to programatically get at the actual model names of the objects in the areas (the positional information presumably goes without saying). I'll take a look at that.
Thanks also Dalmat and gwald for the links, both of which are useful. I also found a thread regarding heightmap export in the meantime with a few useful suggestions. I'll do some more digging and try to estimate how much work is involved in this before making any decision.