Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by EternallyCurious. 04/18/24 10:45
StartWeek not working as it should
by Zheka. 04/18/24 10:11
folder management functions
by VoroneTZ. 04/17/24 06:52
lookback setting performance issue
by 7th_zorro. 04/16/24 03:08
zorro 64bit command line support
by 7th_zorro. 04/15/24 09:36
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:48
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:46
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (MadJack, AndrewAMD, Quad), 540 guests, and 1 spider.
Key: Admin, Global Mod, Mod
Newest Members
EternallyCurious, 11honza11, ccorrea, sakolin, rajesh7827
19046 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 8 of 27 1 2 6 7 8 9 10 26 27
Re: navmesh/pathfinding plugin [Re: sivan] #399610
04/17/12 17:34
04/17/12 17:34
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline OP
User
Wjbender  Offline OP
User
W

Joined: Mar 2012
Posts: 927
cyberspace
you just need the mesh buffers ... what do you use for terrain if i may ask .hmp?

plugin status:
i had it up and running with pathfinding/navmeshbuilding
(tile and solomesh), somehow i ran into a problem i think my gamestudio
is corrupted,
because my old plugin doesnt work anymore and the new one also
have to reinstall gamestudio or reformat my pc to get back to developement...

Last edited by Wjbender; 04/17/12 17:38.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #399661
04/18/12 07:42
04/18/12 07:42
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
yes, .hmp


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: navmesh/pathfinding plugin [Re: sivan] #399993
04/24/12 17:59
04/24/12 17:59
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline OP
User
Wjbender  Offline OP
User
W

Joined: Mar 2012
Posts: 927
cyberspace
okay i have uploaded 2 demo's hope they work fine (coz they do on mine)
my developement on this plugin/demo's is in a horrible state rite now
because i just got some stuff up and working ,theres alot of work to be done
and alot of stuff to add to the plugin im proggressing slooooowly with this

new stuff:
agent to agent(crowd) collision avoidance (VERY early stage ,i just got it working a today..)

debug mesh now can be created in wireframe/solid mode ,so gone is the
drawing of lines that wastes particles and frames

i have a log file up for logging errors from the build process
at this moment its in the root directory of this demo and called "navlog.txt"

i still have to figure out a process of creating navmesh from ent_buffers
or add a wmb loader ,so far my experiments with ent_buffers were very slow
and messed up the navmesh...


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #400011
04/24/12 19:38
04/24/12 19:38
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
I've tried both demos, the one without collusion avoidance (CA) is extremely fast! The one with CA is fast too, but they get stuck when they rich the target entity and start jerking and moving around it in circles.


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] #400012
04/24/12 19:50
04/24/12 19:50
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline OP
User
Wjbender  Offline OP
User
W

Joined: Mar 2012
Posts: 927
cyberspace
haha yes the one with ca does that because i dont disable them trying
to reach the goal when they get there,they cant get to the center of the
circle(the target space) because they avoid eachother so they end up going
in wild circles ,i just played around with detourcrowd today and thats what
i came up with in a short while so its CRUDE and UGLY at this moment..


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #400013
04/24/12 20:24
04/24/12 20:24
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
All-in-all mate, this looks awesome! 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] #400097
04/25/12 18:54
04/25/12 18:54
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline OP
User
Wjbender  Offline OP
User
W

Joined: Mar 2012
Posts: 927
cyberspace
updated the collision demo
another day another improvement..


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #400101
04/25/12 19:21
04/25/12 19:21
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Works fast and smooth mate, I'm amazed with it 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] #400182
04/26/12 17:48
04/26/12 17:48
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline OP
User
Wjbender  Offline OP
User
W

Joined: Mar 2012
Posts: 927
cyberspace
Thanks man great to have compliments
mikko's a genius in my book


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #400265
04/27/12 21:38
04/27/12 21:38
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline OP
User
Wjbender  Offline OP
User
W

Joined: Mar 2012
Posts: 927
cyberspace
another small update to collision avoidance/crowd demo
added separate agent controll..

use 1 to add agent 2 to remove agent,its still unmanaged so
not much fps per large group,and theres still an update speed
issue i have to resolve ,i see also theres sometimes a head to head
collision issue aswell ,wil look into it.

i added about 30 agents before my fps dropped to just above 60


Compulsive compiler
Page 8 of 27 1 2 6 7 8 9 10 26 27

Moderated by  aztec, Blink, HeelX 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1