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obstacle avoidance #257102
03/20/09 13:32
03/20/09 13:32

M
mercuryus OP
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mercuryus OP
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M



I'm working on a solid solution combining pathfinding and obstacle avoiding.

The first ray of hope you can watch here:

The objects just react on their direct environment eliminating any collision, avoid any type of obstacles and try to find an other way to their goal (in the center).
This way the objects interact "chaotic" what looks a bit like insects.
There is no "path" included now - the objects have just one point to go to (removed when reached).

The next step of programming will be the recognation of "moving" and "static" obstacles and the interaction with moved objetcs.

Re: obstacle avoidance [Re: ] #257104
03/20/09 13:49
03/20/09 13:49
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Posts: 5,210
İstanbul, Turkey
looks very cool.

they need a some sort of paths. Not exactly paths but like next-point-to reach thing. like you add waypoints to corners, apply a* it finds next point to reach using a*, but moves using the code shown in video, when it reaches that point then it moves to nex point until it reaches it's destianation. optimizing this to to smooth out the movement(i mean when there is no clear visual sign that i goes from point to point, then it's smooth) would make it even better.

then this would be an awesome obstacle-avoided-pathfinding-thing.

i guess there is a lot of c_trace going on there..


3333333333
Re: obstacle avoidance [Re: Quad] #257111
03/20/09 14:16
03/20/09 14:16

M
mercuryus OP
Unregistered
mercuryus OP
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Yes - paths to guide the objects...
The first video shows the stresstest for "short-distance" obstacle avoidance (i made it a little harder than ingame expected wink ).

The framework for it will be my flex_path system:

Here the agents randomly select one node to reach and calculate the shortest path to it. The short distance obstacle avoidance in this version is not finished.

Re: obstacle avoidance [Re: ] #258084
03/27/09 16:54
03/27/09 16:54
Joined: Sep 2003
Posts: 733
Whitefish, Montana
JazzDude Offline
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Damned if that ain't the best piece of AI I've seen for GS in six years. Brilliant!! When will it be for sale?

Re: obstacle avoidance [Re: JazzDude] #258094
03/27/09 18:00
03/27/09 18:00
Joined: Apr 2001
Posts: 425
Pittsburgh PA
RAFU Offline
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RAFU  Offline
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Posts: 425
Pittsburgh PA
Originally Posted By: JazzDude
Damned if that ain't the best piece of AI I've seen for GS in six years. Brilliant!! When will it be for sale?


No offence, But have you been living under a rock for the past 6 years? laugh



whistle


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Re: obstacle avoidance [Re: RAFU] #258098
03/27/09 18:13
03/27/09 18:13
Joined: Mar 2003
Posts: 3,010
analysis paralysis
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analysis paralysis
Quote:
No offence, But have you been living under a rock for the past 6 years? laugh
When I tried intense x it wasn't really that great because you couldn't do anything but have some ai enemies shoot at you. If you wanted to add any of your own functionality you would need to disable the intense x. It was too laborious to use the intense x functions on their own.

It would be better if you had created a library of modular functions which could be incorporated into an existing code base rather than force any user to understand the whole code system before they can do anything original.

As it was when I got it, intense ai was just like a FPS creator clone, which is extremely limiting and boring.

I have been looking at mercuryus pathfinding code and it looks very simple and efficient, the pedestrian avoidance looks just as good as yours. Why it looks better is perhaps because it will actually be usable.

Re: obstacle avoidance [Re: NITRO777] #258103
03/27/09 18:22
03/27/09 18:22
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Posts: 5,210
İstanbul, Turkey
in fact intense-x is good too(i have it,from a contest) downside of it is that you have to rely on the intense-x. If you start with intense-x and develop over it, it is ok. But if you want to add it to a existing project, your project will need a lot of change(since it would be easier to change own project rather than intense-x).this is where the pain comes.

mercuryus' video looks great, looking forward to it. (btw did you tried anything about usin threads for ai calculation?)


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Re: obstacle avoidance [Re: RAFU] #258104
03/27/09 18:23
03/27/09 18:23
Joined: Sep 2003
Posts: 733
Whitefish, Montana
JazzDude Offline
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JazzDude  Offline
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Joined: Sep 2003
Posts: 733
Whitefish, Montana
No offense taken. I'll have to come out from under my rock more often. I usually only come out on ground hog day to check my shadow. grin

I'm stuck on A6 and it would cost me $160 to upgrade to A7 and use IntenseX. A little roadbump.

Re: obstacle avoidance [Re: JazzDude] #258114
03/27/09 19:21
03/27/09 19:21
Joined: Apr 2001
Posts: 425
Pittsburgh PA
RAFU Offline
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RAFU  Offline
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Posts: 425
Pittsburgh PA
Quote:
I'm stuck on A6 and it would cost me $160 to upgrade to A7 and use IntenseX. A little roadbump.

What you see here is available in our Free Intense PathFinding software.

If you are still using A6 not a problem; Intense Pathfinding 1.03

This will be my last post here because its not my intention yo hijack this thread, I only want to point out that you don't have to wait for this pathfinding solution, this is nothing that we haven't been offering for free to this community for Years.

Quote:
If you wanted to add any of your own functionality you would need to disable the intense x. It was too laborious to use the intense x functions on their own.


I am sorry, I guess its not for everyone. I can say however we have many users now adding their own functionality easily. I guess some users just prefer to spend a little time learning the inner working of our product than spending thousands of hours to write their own AI code base.

Quote:
Why it looks better is perhaps because it will actually be usable
There have been hundreds of Game studio users "Using" our products for years laugh

mercuryus, You product looks great, I just wanted to point out that there are other options available while they wait for you to finish.


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Re: obstacle avoidance [Re: RAFU] #258219
03/28/09 18:05
03/28/09 18:05
Joined: Sep 2003
Posts: 733
Whitefish, Montana
JazzDude Offline
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JazzDude  Offline
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Posts: 733
Whitefish, Montana
Thanks for the A6 link. smile

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