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Re: navmesh/pathfinding plugin
[Re: sivan]
#419880
03/16/13 11:17
03/16/13 11:17
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Posts: 927 cyberspace
Wjbender
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Well intresting proposal , i am sure i could do a custom file writer and loader and yes i was aiming at wmb levels .the editor is stil in the beginning of developement so im open to do a lot of things firstly i must get the plugin dll to work with my editor so i basicly just have my window with buttons and grid up so far.. Because i was mainly focusing on the plugin recently..
What do you use for your collider entities ?
Compulsive compiler
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Re: navmesh/pathfinding plugin
[Re: Wjbender]
#421768
04/24/13 22:49
04/24/13 22:49
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Wjbender
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wow i have been working very hard on the plugin and the good news is that things are shaping up nicely. theres better thread status checking per handle. add/remove geometry per chunk/block/entity
remove / build tiles per position or box area from entity/chunk/block . supports dynamic alteration , no input geometry bugs ,no output geometry bugs. code has been re-classed .
future feature plans include mesh decimation,thread pooling,convex hulls.. i decided to move the editor to lite-c ...
Compulsive compiler
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Re: navmesh/pathfinding plugin
[Re: sivan]
#421780
04/25/13 09:11
04/25/13 09:11
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Wjbender
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perhaps i will release the plugin and source soon without the editor for now ..once i have gone through checking up on the normal pathfinding and crowd code, with some examples and api help..
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Re: navmesh/pathfinding plugin
[Re: sivan]
#421908
04/27/13 20:47
04/27/13 20:47
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Wjbender
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@sivan thank you for offering your help ,would it be outdoor based? I am going to need some levels for testing and demonstration purpose I could possibly do indoor easy but i cant Do terrain all i have now for terrain is med If you feel you could provide a terrain level with whatever objects please you are welcome and it will be appreciated as long as the file size is not much and you are giving it with the purpose of allowing free distribution ?
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Re: navmesh/pathfinding plugin
[Re: Wjbender]
#421937
04/28/13 15:53
04/28/13 15:53
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
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yes, I thought of outdoor levels, as I work only with them.
I'm also making some terrain samples for Heelx new terrain shader, so I can make for you a few ones too, just tell me an approximate size you need, like 1000x1000m or 20x20km (you can tweak the vertex resolution in MEDD), and also can tell me some other parameters like how flat or mountainous it should be, lakes, or sea, or rivers are ratio etc. I probably will generate it in L3DT and import to MED. file size mainly depends on textures, I can use 512x512 tileable ones, they should be fine.
earlier I made a set of vegetation models for my editor, you can use them freely, just mention their source in credits or the readme file. and I have also some other free stuff like building which are free to distribute.
what could be important in your case is file format, as wmb does not allows to compile several thousands of trees, but you can use my file loader easily. it creates entities simply by ent_create based on data stored in files.
Last edited by sivan; 04/28/13 16:01.
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