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Re: navmesh/pathfinding plugin [Re: Wjbender] #398944
04/09/12 08:07
04/09/12 08:07
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Still runs with 400 fps... but at the first try I had some wrong debug-drawed polygons all over the level. After the restart everything looked right wink!

Re: navmesh/pathfinding plugin [Re: Rei_Ayanami] #398964
04/09/12 12:01
04/09/12 12:01
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline OP
User
Wjbender  Offline OP
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Joined: Mar 2012
Posts: 927
cyberspace
FINALY!!!!i think i squashed the bug ,was in my mesh creation code
a memcopy problem not in the plugin at all,thew ,please let me know if
im just on a delusional trip with the fix. uploaded the fix

@rei maby your system is capped with gamestudio at 400 fps i dont know
but mine capped at 512

Last edited by Wjbender; 04/09/12 12:16.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #398974
04/09/12 17:35
04/09/12 17:35
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
Ohh my Goodness!!! Mate, it worked so great and smooth laugh
I got about 140 fps with my old-craped PC and I'm happy with results laugh


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: navmesh/pathfinding plugin [Re: 3run] #398980
04/09/12 19:19
04/09/12 19:19
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
Expert
Rei_Ayanami  Offline
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Yup, no visual errors anymore laugh

Nah, the cap is not at 400, it's is just my pc I guess (as the fps numbers change all the time around a few fps)

Re: navmesh/pathfinding plugin [Re: Rei_Ayanami] #399003
04/10/12 07:25
04/10/12 07:25
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline OP
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Wjbender  Offline OP
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Joined: Mar 2012
Posts: 927
cyberspace
you know this was one of those confusing bug hunt's ,i have learned now
to use sed.exe properties(compatibility mode) the default way to test my stuff
the worst of all is i had to go through the c++ plugin code and the demo
before finaly figuring it out so i hope i didn't add a problem while removing
one .holy mother of all things that's good ,major fail!!!
check this joke ,triangle_count=vertex_count * 3 what??? eek

Last edited by Wjbender; 04/10/12 10:40.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #399353
04/14/12 14:12
04/14/12 14:12
Joined: Mar 2012
Posts: 927
cyberspace
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Wjbender Offline OP
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Wjbender  Offline OP
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Joined: Mar 2012
Posts: 927
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yay ! im up to the new recast version ,just a matter of implimenting the new
features like collision avoidance ! and guess what the tilemesh can save and
load it seems ,lots of goodies


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #399364
04/14/12 15:51
04/14/12 15:51
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Yeah laugh Mate, this definitely one of the greatest plugins that GS every had! laugh Keep up!


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: navmesh/pathfinding plugin [Re: 3run] #399385
04/14/12 19:19
04/14/12 19:19
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
sounds cool laugh is it possible to use it with terrains or is it really good for block based labyrinths? I'm developing a RTS pathfinder (dynamic area and tile paths), things go well, but I would try it out too when ready, if suitable for my purposes, at least for performance comparison. as I know in Neoaxis and Esenthel game engines Recast/Detour is implemented, but without any crowd system.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: navmesh/pathfinding plugin [Re: sivan] #399392
04/14/12 19:42
04/14/12 19:42
Joined: Mar 2012
Posts: 927
cyberspace
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Wjbender Offline OP
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Wjbender  Offline OP
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Joined: Mar 2012
Posts: 927
cyberspace
Originally Posted By: sivan
sounds cool laugh

is it possible to use it with terrains or is it really good for block based
labyrinths? I'm developing a RTS pathfinder (dynamic area and tile paths),
things go well, but I would try it out too when ready, if suitable for my purposes,
at least for performance comparison. as I know in Neoaxis and Esenthel game engines
Recast/Detour is implemented, but without any crowd system.


@sivan if the terrains vertices/triangles/indices are accesible yes ,basicly
any geometry which you can have acces to vertices/triangles/indices you
could pass into reccast and expect a navmesh from ,although theres more
to it when handling large areas than simply creating a navmesh ,i have
to look into how to handle large areas i think this will be handled by
multithreading when adding tiles (kinda streaming the tiles in)..
the new recast has build in crowd system with collision avoidance
and steering behaviour ofcourse, but the controll of movement is passed onto detourcrowd
as far as i could understand and theres some limit to the max agents per crowd
i think ,im not 100% on this but still learning the new beast.

@3run thanks man very kind words there. if only i can develope something even
a bit usefull i would be happy ,there should be plenty off people around here
that can continue taking it further to extremely useful stuff, but my developement
on this will continue though.

Last edited by Wjbender; 04/14/12 19:46.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #399417
04/15/12 07:28
04/15/12 07:28
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
thanks, I will think how to do it... maybe creating d3dmesh based on terrain and obstacle model information could be a base of the navmesh. in my system I have tile surface data, or by c_tracing tile corners it could be solved but would be a long process...


Free world editor for 3D Gamestudio: MapBuilder Editor
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