So far the worker thread for building the navmesh works wonderfull i have seen no impact on gamestudio except for creation of the debugmesh which is not threaded... Have a working build status function which gets called from the thread with its result(it calls a script function).. The build thread handles the whole mesh instead of a single thread per tile (could perhaps do a thread per tile in case of the tiledmesh but not going to now) I am going to try and handle pathfing and agents on threads aswell which should help out with performance since gamestudio would not feel the algorithms impact ..
just taking some time away from this ,had a very bad dental situation and just cant bare it infront of my pc in the cold nights long enough to continue yet...
just taking some time away from this ,had a very bad dental situation and just cant bare it infront of my pc in the cold nights long enough to continue yet...
I know this is becoming annoying replying like this and having not uploaded the first release but had some new ideas to improve on the avoidance system and some other stuff... The improvement on avoidance i was thinking to let user activate deactivate avoidance when agents gets into a certain range of eachother like a sleep state only to be used when agents are in a proximity of collision should be a great feature
No i havent gone into coding the reading of mesh data yet but i can say that i have pushed collision avoidance speed up by realising a simple mistake i made in my old demo where i ran the crowd update for every agent instead of a single run for all agents .just by correcting that alone i pushed up agents to 50 and ran at 512fps on my pc .this is without any improvement ideas i had...this was also what caused agents to speed up their movement when adding new ones in the demo... Please note i have not uploaded /changed anything in the current dowloadable demos there are many changes i made and all wil be uploaded when im done so yeah Its going to be a wait but hopefully worth it ...