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Re: navmesh/pathfinding plugin
[Re: 3run]
#396182
03/03/12 18:44
03/03/12 18:44
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Posts: 927 cyberspace
Wjbender
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a
Last edited by Wjbender; 04/11/12 20:11.
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Re: navmesh/pathfinding plugin
[Re: Wjbender]
#396183
03/03/12 18:53
03/03/12 18:53
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Wjbender
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yes,busy with collision avoidance,doing a few tests with opensteer ,it wil take some time... oh and guys listen this plugin is not complete i was becoming lazy . and so sorry for all the confusion i was in a mad rush i even deleted some of my own work by mistake !!! man i just stopped the delete operation in time i tell you! now i know theres alot of files /zips etc but had to include the source code,yes it needs a much clearer discription/instructions for people to follow,that will come.. thanks for looking into it and sorry for posting this much.
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Re: navmesh/pathfinding plugin
[Re: 3run]
#396217
03/04/12 09:45
03/04/12 09:45
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Wjbender
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That will be ideal to work towards, once the tiled navmesh is implemented it wil be able to add remove tiles at runtime and generate as player moves,will look into flood filling
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Re: navmesh/pathfinding plugin
[Re: Wjbender]
#396297
03/05/12 13:34
03/05/12 13:34
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Posts: 927 cyberspace
Wjbender
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All my focus is now on the plugin ,exposing alot of functions ,custom builds will be done from within your code,i want to cut the recast tool out of the process .this wil let user build navmesh at rutime,have alot of ideas i want to implement...the old plugin wil be seen totaly useless when im done with a newer one
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Re: navmesh/pathfinding plugin
[Re: sivan]
#397809
03/23/12 18:49
03/23/12 18:49
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Wjbender
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going to make a small update to plugin,builds will now be done directly from within lite-c by simply specifying values. only static navmeshes ,tile navmesh(which has dynamic properties) not implemented yet as im proggraming blindly here ,a8 free version so no extra plugin support dont know if i can use loadlibrary yet..
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