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Re: Does Any one know, good node based Pathfinding?!?!?! [Re: 3run] #345166
10/23/10 17:34
10/23/10 17:34
Joined: Jul 2010
Posts: 974
United Arab Emirates, Dubai
TheShooter Offline
User
TheShooter  Offline
User

Joined: Jul 2010
Posts: 974
United Arab Emirates, Dubai
search for "intenseX" That includes AI and pathfinding, and dialoges, and many other things... BUT its not free !


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Re: Does Any one know, good node based Pathfinding?!?!?! [Re: TheShooter] #345178
10/23/10 19:54
10/23/10 19:54
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
Serious User
Redeemer  Offline
Serious User

Joined: Dec 2008
Posts: 1,660
North America
If you're having trouble getting IntenseX to work, perhaps you should try asking at their forum?


Eats commas for breakfast.

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Re: Does Any one know, good node based Pathfinding?!?!?! [Re: Redeemer] #345204
10/24/10 06:39
10/24/10 06:39
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,377
Caucasus
They site is down, isn't it? Cause I can't open it...


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Re: Does Any one know, good node based Pathfinding?!?!?! [Re: 3run] #345491
10/26/10 20:39
10/26/10 20:39
Joined: Aug 2004
Posts: 1,305
New York
PrenceOfDarkness Offline
Serious User
PrenceOfDarkness  Offline
Serious User

Joined: Aug 2004
Posts: 1,305
New York
@3run

hey bro, the next thing I was going to do in my project was path finding as well. I didn't wanna waste my time with doing it myself so I decided to go with intenseX but like you said the site is down. The owner I believe is in the army or something like that for now over in Germany I believe. So from one screwed person to another what I suggest for now is to move on to a different part of your game and once every so often check the site and if nothing come back to this issue. If worse comes to worse you can always program it yourself or pay someone. If I can't get it any other way I'll just make it myself in the end. laugh


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Re: Does Any one know, good node based Pathfinding?!?!?! [Re: PrenceOfDarkness] #345494
10/26/10 20:57
10/26/10 20:57
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,377
Caucasus
Yes, you are right dude, I've started working on an other part of my project.
I'll return to AI as soon, as I'll get some good solution, cause my knowledge isn't good enough to make this myself. laugh


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Re: Does Any one know, good node based Pathfinding?!?!?! [Re: PrenceOfDarkness] #347960
11/21/10 13:37
11/21/10 13:37
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline
User
snake67  Offline
User

Joined: Sep 2003
Posts: 648
Switzerland
Hi

I had a similar problem. I switched to IX after coding all on my own for app. 80%. I played around with IX to know how and wich parts to use for my project until there occured those well known random crashes. They stopped me using IX. I then decided to switch from A6 to A7 and to rewrite all the code in Lite-C. I am still busy with it.

Looking around for some good pathfinding i dropped onto this A* Pathfinder. I modified it so i can use it for more than just one actor at once. It works well and stable.

Re: Does Any one know, good node based Pathfinding?!?!?! [Re: snake67] #347980
11/21/10 15:56
11/21/10 15:56
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,377
Caucasus
Can you upload your modified version of that pathfingind? Thank you.


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Re: Does Any one know, good node based Pathfinding?!?!?! [Re: 3run] #348191
11/23/10 17:17
11/23/10 17:17
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline
User
snake67  Offline
User

Joined: Sep 2003
Posts: 648
Switzerland
Hi

Its so simple. You leave the A* files as they are, just include them. Then add this pices where you need them:

// define this

#define _path_n skill30
#define PATH_POINT_MAX 20 // or what you want

typedef struct
{
var x,y,z;
} POINT;


// insert this in actor action

POINT* path_point=malloc(PATH_POINT_MAX*sizeof(POINT)); // allocate buffer to store path points

// scan path to player and copy it in buffer

if(asFindasPath(my.x, player.x))
{
for(my._path_n=0; asPath.head!=NULL && my._path_n<PATH_POINT_MAX; my._path_n++)
{
vec_set(path_point[my._path_n].x, asPath.head.pos);
asPath.itr=asPath.head;
asRemoveNode(asPath);
}
}

Have fun!

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