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Re: navmesh/pathfinding plugin
[Re: sivan]
#422766
05/16/13 12:22
05/16/13 12:22
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Wjbender
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oh man sorry guys i worked through the night writing documentation until past 3 this morning and uploaded to wrong place and made some mistakes and forgot to mention some stuff haha ... sivan yes i was refering to that i saw you talk about convexness and thought well basicly you have a navmesh in quad format .if you triangulated then theoreticly you would have mesh data
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Re: navmesh/pathfinding plugin
[Re: Wjbender]
#422805
05/17/13 09:30
05/17/13 09:30
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Wjbender
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okay ,fixed and re uploaded to my mediafire , damn i was so tired i cant believe i uploaded to wrong place and made those mistakes ..... hope it works okay
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Re: navmesh/pathfinding plugin
[Re: sivan]
#422822
05/17/13 14:21
05/17/13 14:21
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Wjbender
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thank you both , theres a recommended value that slipped past me when documenting .. edgemaxlen =agent_radius*8 ...
thanks sivan i saw some other weird path related things i will look into this .. edit... yes there is a bug but not precisly what you mentioned sivan thanks i will correct it i changed the speed of my test so i could observe more path action and i think perhaps its the trace thingy i thought worked because this never happend before i tried switching to external tracing wich doesnt trace into recast geometry ...
oh and hight is not an actual concern when it comes to the path on the navmesh i remember someone bringing that up with mikko but thats how it functions an actual concern would be direction .. the problem with developement on trial for me is that i only am able to observe for a short period at a time so a real test would be observing it running for an hour or more ..
by the way this is not all the features of the actual release version i made a copy and removed that code because as i agreed with 3run the actual first release i wil offer up to tust if the team deems it fitting but have to say that they do have their own system their working on and perhaps also i dont know how easy navmeshing would be for begginers but anyway thank you for checking
Last edited by Wjbender; 05/17/13 21:31.
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Re: navmesh/pathfinding plugin
[Re: Wjbender]
#422839
05/17/13 22:59
05/17/13 22:59
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Wjbender
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okay i fixed the bug , actualy a stupid mistake than an actual bug concerning paths , i switched back to tracing from plugin into the internal meshes instead of external ctraces , after i changed the documentation i will re upload the fixed version , i cant see any false paths anymore even with alot of walls blocking most of the terrain it seems fixed now..
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Re: navmesh/pathfinding plugin
[Re: Wjbender]
#422846
05/18/13 13:10
05/18/13 13:10
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Wjbender
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fixed and uploaded.
mmmm just when you think you have a name thats diffrent from everything else you google and bang ! its all over ! i guess using a latin verb/whatever would be common , maby i will change it , by the way hows the need for an editor ? you guys think it would be a worth while effort ?
Last edited by Wjbender; 05/19/13 14:29.
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