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Another path finding tutorial? #424377
06/14/13 12:38
06/14/13 12:38
Joined: Jan 2013
Posts: 106
Only in your imagination!
The_KING Offline OP
Member
The_KING  Offline OP
Member

Joined: Jan 2013
Posts: 106
Only in your imagination!
Hello, everyone

I started learning Lite-C a month ago and I read all the 25 workshops. Then, I turned to AUM and what attracted me most was the AI series. I read AI parts 1 and 2 ,but when I came to parts 3 and 4 (the two about path finding using nodes), there were many things which I couldn't figure out and seriously, I got easily confused with the many stuff about the nodes.

I began to search the internet for a good path finding AI tutorial for a third person shooter game ,but it was not an easy mission. So, I would be so grateful if anyone could get me any AI path finding tutorial that is easy (as possible) ,functional and fits for third peson shooter

Thank you and any help will be appreciated

Re: Another path finding tutorial? [Re: The_KING] #424390
06/14/13 16:56
06/14/13 16:56
Joined: Jan 2013
Posts: 106
Only in your imagination!
The_KING Offline OP
Member
The_KING  Offline OP
Member

Joined: Jan 2013
Posts: 106
Only in your imagination!
Hello?...
Just give me any AI pathfinding tutorial that you liked and tried before...

Re: Another path finding tutorial? [Re: The_KING] #424392
06/14/13 17:22
06/14/13 17:22
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Hello!


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Another path finding tutorial? [Re: Superku] #424393
06/14/13 17:43
06/14/13 17:43
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
some pathfinding related links I found useful and posted earlier:

http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=390963#Post390963

the 2nd is great as a start.

for a shooter I recommend you to try Wjbender's navmesh pathfinder you can find at 3rd party tools section, and the waypoint based Intense pathfinder you can get by downloading the goodies8.zip from 3dgs downloads page.


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Re: Another path finding tutorial? [Re: sivan] #424403
06/14/13 23:35
06/14/13 23:35

M
Malice
Unregistered
Malice
Unregistered
M



_ LOL Hello

@The_KING Pathfinding is hard stuff. I've yet to make one work perfect for me and it took a long time to understand them enough to work with them at all. You might want to start with the 'Doom' style AI which was more like blind ants that stand in one place and wait for the player. They had antennas made out of c_trace that it use to detect walls and turn randomly. You can also set entities to fallow a path till it 'sees' the player using simple function and WED paths (But I've never done it). Once the AI 'sees' the player it should be simple to face and fallow the player. For facing the player look at the code example in the manual under vec_to_ang. If the player loses the AI then the AI can just stand or roam from that point.


@Sivan that post is awesome thank you for it. Don't know if I ever would have found if The_KING hadn't asked.

Last edited by Malice; 06/15/13 00:21.
Re: Another path finding tutorial? [Re: Superku] #424408
06/15/13 02:02
06/15/13 02:02
Joined: Jan 2013
Posts: 106
Only in your imagination!
The_KING Offline OP
Member
The_KING  Offline OP
Member

Joined: Jan 2013
Posts: 106
Only in your imagination!
Originally Posted By: Superku
Hello!


I posted that reply twice by mistake. Very funny!

@Malice As always, I appreciate your help. Ashkorak 3al mosa3ada

Regards

Re: Another path finding tutorial? [Re: The_KING] #424410
06/15/13 02:23
06/15/13 02:23

M
Malice
Unregistered
Malice
Unregistered
M



Take a look at the super simple AI in the beginners corner of AUM 4. I can help you bring this to Lite-C if you need it because it wont work as is but should give you some ideas. But this is of course just to give you a start. When you get a little more skill under your belt please come back to this post and your going to find sivan's reply and links are the real gold.

Last edited by Malice; 06/15/13 02:25.
Re: Another path finding tutorial? [Re: ] #424423
06/15/13 16:21
06/15/13 16:21
Joined: Jan 2013
Posts: 106
Only in your imagination!
The_KING Offline OP
Member
The_KING  Offline OP
Member

Joined: Jan 2013
Posts: 106
Only in your imagination!
Man!...It's really hard stuff

thnx 4 help

Re: Another path finding tutorial? [Re: The_KING] #424443
06/16/13 05:04
06/16/13 05:04
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
Expert
WretchedSid  Offline
Expert

Joined: Apr 2007
Posts: 3,751
Canada
Also check this question (and especially the answers) from the CS Theory SE:
http://cstheory.stackexchange.com/questi...ng-graphs-d-d-l

Bottom line is: There is, as usual, no silver bullet when it comes to path finding. Pick a solution that solves the problems that you have.

(Btw, if anyone wondered how StarCraft does their AI and get it performant with hundreds of moving units and changing obstacles while your A* breaks down with just a few units: They use D*)


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: Another path finding tutorial? [Re: WretchedSid] #424454
06/16/13 15:26
06/16/13 15:26
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
nice link, the sort descriptions are very useful, like that D* is obsolet since D*-lite was develped.
the pathfinder you need is really game dependent, e.g. currently I use a hierarchical pathfinder: a combination of HAA* and HPA* for area, and best first for tile pathfinding.


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