>From what I can see, if mesh objects get the ability to play animations
(and therefore have some form of skeleton) then NPCs-that-look-like-avatars
are a distinct possibility, and would be able to move around with these new
functions in a pretty "natural" (in an SL context!) manner. Of course the
There are always future developments. :)
I thought it was clear that we were talking about objects. The 'C' in
NPC doesn't imply that you're talking about an agent or an object in SL
terms, anyway - in many UGC-based virtual environments, NPCs are
*usually* objects rather than agents, though.
I i
I totally agree with you Garmin,
it should have been named NPO ... I felt a little disappointed because I
was really expecting NPC, actually waiting for that ... I understand
pathfinding is part of the deal, but just had to adjust my lowered
expectations ...
R
On Sat, Feb 18, 2012 at 6:24 AM, Garm
In the blog post we find the acronym NPC
http://en.wikipedia.org/wiki/Non-player_character
I'd prefer here NPO, non playable object 8); in the video I expected to see
clones of Lorca Linden !!
Is there going to be future developments?
GCI
- Original Message -
From: "Jonathan Welch"
On Fri, 17 Feb 2012 22:33:59 -0200
Tigro Spottystripes wrote:
> Wouldn't it be better if the "types" for the diffferent Walkable
> coeficients were bitmasks instead of just A, B , C, D? Or perhaps
> even just an editable list of IDs (integers values) and the
> associated weights for each integer
Wouldn't it be better if the "types" for the diffferent Walkable
coeficients were bitmasks instead of just A, B , C, D? Or perhaps even just
an editable list of IDs (integers values) and the associated weights for
each integer
On Fri, Feb 17, 2012 at 3:23 PM, Jonathan Welch wrote:
> In case you