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Re: navmesh/pathfinding plugin
[Re: sivan]
#399610
04/17/12 17:34
04/17/12 17:34
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Wjbender
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you just need the mesh buffers ... what do you use for terrain if i may ask .hmp?
plugin status: i had it up and running with pathfinding/navmeshbuilding (tile and solomesh), somehow i ran into a problem i think my gamestudio is corrupted, because my old plugin doesnt work anymore and the new one also have to reinstall gamestudio or reformat my pc to get back to developement...
Last edited by Wjbender; 04/17/12 17:38.
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Re: navmesh/pathfinding plugin
[Re: sivan]
#399993
04/24/12 17:59
04/24/12 17:59
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Wjbender
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okay i have uploaded 2 demo's hope they work fine (coz they do on mine) my developement on this plugin/demo's is in a horrible state rite now because i just got some stuff up and working ,theres alot of work to be done and alot of stuff to add to the plugin im proggressing slooooowly with this
new stuff: agent to agent(crowd) collision avoidance (VERY early stage ,i just got it working a today..)
debug mesh now can be created in wireframe/solid mode ,so gone is the drawing of lines that wastes particles and frames
i have a log file up for logging errors from the build process at this moment its in the root directory of this demo and called "navlog.txt"
i still have to figure out a process of creating navmesh from ent_buffers or add a wmb loader ,so far my experiments with ent_buffers were very slow and messed up the navmesh...
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Re: navmesh/pathfinding plugin
[Re: 3run]
#400012
04/24/12 19:50
04/24/12 19:50
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Posts: 927 cyberspace
Wjbender
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haha yes the one with ca does that because i dont disable them trying to reach the goal when they get there,they cant get to the center of the circle(the target space) because they avoid eachother so they end up going in wild circles ,i just played around with detourcrowd today and thats what i came up with in a short while so its CRUDE and UGLY at this moment..
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Re: navmesh/pathfinding plugin
[Re: 3run]
#400097
04/25/12 18:54
04/25/12 18:54
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Wjbender
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updated the collision demo another day another improvement..
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Re: navmesh/pathfinding plugin
[Re: 3run]
#400182
04/26/12 17:48
04/26/12 17:48
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Posts: 927 cyberspace
Wjbender
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Thanks man great to have compliments mikko's a genius in my book
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Re: navmesh/pathfinding plugin
[Re: Wjbender]
#400265
04/27/12 21:38
04/27/12 21:38
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Wjbender
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another small update to collision avoidance/crowd demo added separate agent controll..
use 1 to add agent 2 to remove agent,its still unmanaged so not much fps per large group,and theres still an update speed issue i have to resolve ,i see also theres sometimes a head to head collision issue aswell ,wil look into it.
i added about 30 agents before my fps dropped to just above 60
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