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integrated pathfinding? #400181
04/26/12 17:45
04/26/12 17:45
Joined: Mar 2012
Posts: 927
cyberspace
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Wjbender Offline OP
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Wjbender  Offline OP
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Hi jcl . I have just been wondering are we going to see any
pathfinding in the engine anytime in the future .well i guess
its bound to happen but would it bee something we could
expect in the near future


Compulsive compiler
Re: integrated pathfinding? [Re: Wjbender] #400188
04/26/12 19:28
04/26/12 19:28
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
I'm not jcl, but let me answer your question:
Yes, soon there will be an easy to use pathfinding solution that comes with the "goodies" archive on the download page. You will need to use the upcoming 8.40 update, though.

Last edited by Superku; 04/26/12 19:30.

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Re: integrated pathfinding? [Re: Superku] #400205
04/27/12 08:08
04/27/12 08:08
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
wow. hopefully not another node based one. navmesh?


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: integrated pathfinding? [Re: sivan] #400237
04/27/12 12:33
04/27/12 12:33
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Yep, another node based one (in fact it's based on WED paths). wink If you want to use navmesh pathfinding, use Wjbender's plug-in.


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Check out my new game: Pogostuck: Rage With Your Friends
Re: integrated pathfinding? [Re: Superku] #400243
04/27/12 13:01
04/27/12 13:01
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
yes, I know his navmesh pathfinder in development, I will definitely use it in future. I'm just surprised a bit...
But currently I need something different, so making my own one...


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: integrated pathfinding? [Re: sivan] #400256
04/27/12 16:36
04/27/12 16:36
Joined: Mar 2012
Posts: 927
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Wjbender Offline OP
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Wjbender  Offline OP
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Based on wed paths ? In what way ,like do you mean it only
works on user created paths from wed or would it not be
limited to that but support realtime pathfinding without
needing user premade paths? If thats the case then no this is
not what i had in mind but i guess its cool none the less though.

Well my navmesh is stil basic . I was just wondering since this is a
game engine and no game engine is complete without a
pathing solution and i know its just a matter of time ,would be
great if someone could elaborate a bit more on the solution
superku mentioned..


Compulsive compiler
Re: integrated pathfinding? [Re: Wjbender] #400259
04/27/12 17:56
04/27/12 17:56
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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or maybe a new intenseX version, or something similar, but anyway we will see hopefully soon. it can be good for a couple of tasks.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: integrated pathfinding? [Re: sivan] #400267
04/27/12 21:51
04/27/12 21:51
Joined: Mar 2012
Posts: 927
cyberspace
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Wjbender Offline OP
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Wjbender  Offline OP
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Joined: Mar 2012
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i remember before trying out gamestudio i read about intense-x and
i thought well thats a reason to try it out and i came here ,discovered
intense-x is not to be found so i do not know much about it ,so
you mentioning intense-x got me wondering what it would be like
if it were to be similar but like you said we would see pretty
soon(hopefully) what's up the magician's sleeve, gamestudio has
been around a long time i think and sooner or later pathfinding
is gonna show up , i know since this is a bit diffrent from
developing a game or whatnot that integrating pathfinding into a game
engine must be a well thought out plan and be rock-solid/proven solution
and that takes time but so far gamestudio dev-team has done a great job ,think
we could expect some nice pathfinding if they really try


Compulsive compiler

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