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Re: Intense Pathfinding 2
[Re: LarryLaffer]
#187398
03/08/08 11:10
03/08/08 11:10
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Joined: Mar 2002
Posts: 1,774 Magdeburg
FlorianP
Serious User
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Serious User
Joined: Mar 2002
Posts: 1,774
Magdeburg
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Really nice Contribution - thanks to that. Apropos, why is there a limit of 999 Nodes?
I <3 LINQ
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Re: Intense Pathfinding 2
[Re: Orange Brat]
#187402
03/09/08 11:43
03/09/08 11:43
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Joined: Jan 2003
Posts: 4,305
Damocles
Expert
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Expert
Joined: Jan 2003
Posts: 4,305
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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).
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Re: Intense Pathfinding 2
[Re: Damocles]
#187403
03/10/08 07:47
03/10/08 07:47
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
Expert
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Expert
Joined: Oct 2003
Posts: 4,131
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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?
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