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Re: navmesh/pathfinding plugin
[Re: Rei_Ayanami]
#403730
06/25/12 15:24
06/25/12 15:24
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Wjbender
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I think so unless counter has to be increased by time step... Having a fast pc is what may cause the fast movement it doesnt use frame waits in the crowd update. Its a looped thread ,although i think o should rather try and code the thread diffrent to use a looped update with engine wait time ,with the whole loop scripted.. Do you have any idea of the cause of problem? Oh and also reaching the counter target very fast could prevent movemenz so perhaps mine takes longer to reach 800?
Last edited by Wjbender; 06/25/12 15:42.
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Re: navmesh/pathfinding plugin
[Re: Rei_Ayanami]
#403732
06/25/12 15:46
06/25/12 15:46
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Wjbender
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Thanks rey for looking at it though . Im on my own i gues unless someyone with more experience than myself Have any ideas
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Re: navmesh/pathfinding plugin
[Re: Wjbender]
#403770
06/25/12 20:21
06/25/12 20:21
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Wjbender
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okay i gave it another shot ,problem i think was using a sleep function instead of an engine wait i really hope what i came up with to solve the issue worked ,please be so kind to say no if it did not work !!
thank you 3run and rei for taking time to look at it ,i THINK i got it im not sure if it will run as it is suppose to on other pc so please anyone take a look at it and tell me if you would be so kind and thank you in advance...
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Re: navmesh/pathfinding plugin
[Re: 3run]
#403775
06/25/12 20:51
06/25/12 20:51
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Wjbender
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Thanks man.my concern were the frame speed diffrence from my pc to yours. Where mine ran slow but yours fast... the stuck thing is scripted like that you see sometimes they pick the exact same random point as a target position and then all those who picked that point bunch up around it and cant get to a distance of 5 within that point couse they cant walk through eachother so instead of preventing that in the script i just added a timer to alter their targets again and again because i didnt want to code alot extra... but in a game ofcourse you would code to prevent that this can easily be tested for your own satisfaction by the following. use one bot and only change total points to something like 500 in avoid.c line 14
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Re: navmesh/pathfinding plugin
[Re: Wjbender]
#405017
07/21/12 08:16
07/21/12 08:16
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Wjbender
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to try and resolve any frame update speed i have also included a non threaded crowd update...wil not upload until i added more functionality and error checking. i also have been trying to cope with hmp terrain and its a biggy because i tried writing to file all the vertices and triangles ,when i looked into the file i found verticed that were garbage data so i tried creating a mesh entity for each hmp chunk and wrote that data to file and still i found garbage in vertices .i wil continue until i pin down the mistake or problem for hmp
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Re: navmesh/pathfinding plugin
[Re: sivan]
#405225
07/26/12 12:30
07/26/12 12:30
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Wjbender
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I would appreciate your help hmp confuses me
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