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Re: Intense Pathfinding 2 [Re: LarryLaffer] #187397
03/07/08 22:33
03/07/08 22:33
Joined: Apr 2004
Posts: 516
USA
Trooper119 Offline
User
Trooper119  Offline
User

Joined: Apr 2004
Posts: 516
USA
Outstanding work as always bud, saying your a jewel to this community doesn't even begin to describe what you've given all of us


A clever person solves a problem.
A wise person avoids it.
--Einstein

Currently Codeing: Free Lite-C
Re: Intense Pathfinding 2 [Re: LarryLaffer] #187398
03/08/08 11:10
03/08/08 11:10
Joined: Mar 2002
Posts: 1,774
Magdeburg
F
FlorianP Offline
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FlorianP  Offline
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Joined: Mar 2002
Posts: 1,774
Magdeburg
Really nice Contribution - thanks to that.
Apropos, why is there a limit of 999 Nodes?


I <3 LINQ
Re: Intense Pathfinding 2 [Re: FlorianP] #187399
03/08/08 16:54
03/08/08 16:54
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline
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VeT  Offline
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Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
thanks man, i'd just started to work with Intence 1.3, and now i see version 2... thats really great news *happy*


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: Intense Pathfinding 2 [Re: VeT] #187400
03/08/08 18:54
03/08/08 18:54
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline
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VeT  Offline
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Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
in a previous version, rotation were much more smoother... why you make them rougher?


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: Intense Pathfinding 2 [Re: VeT] #187401
03/09/08 08:00
03/09/08 08:00
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Thanks for the new version.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Intense Pathfinding 2 [Re: Orange Brat] #187402
03/09/08 11:43
03/09/08 11:43
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
Testing Intense Pathfinding, I found some problems.

The calculated path itself is good, and enough information to realise a decent movement.
But the problem that I saw is still the method to follow the path, especially when a group
is following it. (the movement physics)

From the code I saw that you actually drop the entity to the ground during the movement-calculations.
Now this creates problems.
I often saw the entities get stuck on terrain, even when I saw no edge sticking out.

It would be better to not see the entity as the "whole body" of the person getting moved, but
see it only as the torso+head.
The legs are the most flexible part, when a human moves, and can adapt very dynamically to the underground.

From several test I found that the best movement can be realized, when you take the "legs" as
as representing a "dynamic space" between the ground and the torso.
Technicall speaking: the torso float above the ground, trying to keep a certain distance aboce the ground.
This hight is flexible (in reality done by legmovement), and can freely balance within a certain space.

now the torso never collides with the gorund, and can thus never get stuck on little steps under it.
(in my last shootermovement demo i put that method in)

But you need to seperate the collionspace of the moved person from the displayed entity.
The part that the user can see is then passable, and the collisionpart is realized by an invisible collisionentity.

The same basic method I used for the space in horizontal direction, to avoid getting
stuck at corners.

by using a seperate collisionentity you can also smooth out the pan of the entity making it shake less rapitly,
when adjusting the way (like running around another player).

Re: Intense Pathfinding 2 [Re: Damocles] #187403
03/10/08 07:47
03/10/08 07:47
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
Quote:

If multiple Npcs are commanded to move to one location, they will rarely make it all there. This is a normal limitation of A*+Obstacle avoidance and nothing can be done to fix it.




This doesnt sound right to me...other games dont have this problem.. seem more like a a limitation of the current code.

...anyway..guys always just walk off buildings instead of following the appropriate pathways..is this intentional? if so its makes no sense.

Also, they seem to get stuck more often than not...

Why distribute a demo when it doesnt work?


Sphere Engine--the premier A6 graphics plugin.
Re: Intense Pathfinding 2 [Re: Matt_Aufderheide] #187404
03/10/08 09:03
03/10/08 09:03
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline
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VeT  Offline
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Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
i dont know, somebody says that this demo doesnt work, and somebody have a workable demo(i can launch demo without any troubles)


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: Intense Pathfinding 2 [Re: VeT] #187405
03/10/08 10:40
03/10/08 10:40
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

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Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
The demo works fine. The walking off of buildings thing is a feature and can be limited by setting a value. The value represents a certain height and they'll find a more appropriate way to get from A to B. It's in the manual I think. The only time I can get them stuck is if you walk under the stairs. That's a fairly old one and was in the first version. The multi-select does seem wonky and more often than not they get lost or just fizzle out; however single character is the best on here.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Intense Pathfinding 2 [Re: Orange Brat] #187406
03/10/08 12:00
03/10/08 12:00
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
Another general Problem is, that the moving unit will get blocked by a pack of other unit.

Whenever you place 5 units on the field, and let a unit try to move "trough" them, the usit will most likely
not make it.
I solved this problem, by making the unit "push" other units, that are willing to move.
So you can push your own units, that have to walk command to the side.
if the pushed unit know it will not fall down somewhere, it moves.
The movement is the angle into the opposite direction of the normal of the collisionvector between
both units tangent point of the circular (cylindrical) collision mesh.
eg: the same as Billiard balls move in collisions...

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