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Re: 40 Euro job (pathfinding)
[Re: WretchedSid]
#434774
12/26/13 16:37
12/26/13 16:37
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Joined: Feb 2010
Posts: 886
Random
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OP
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Joined: Feb 2010
Posts: 886
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Can your grandmother make good cake?
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Re: 40 Euro job (pathfinding)
[Re: Random]
#434775
12/26/13 16:52
12/26/13 16:52
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Joined: Feb 2010
Posts: 886
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However. I figured that the pathfinding systemfrom the goodies folder has some problems. My monster constantly gets stuck and often can`t follow me up higher egs...
So the offer is still open!
Last edited by Random; 12/26/13 16:53.
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Re: 40 Euro job (pathfinding)
[Re: Random]
#434776
12/26/13 17:08
12/26/13 17:08
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
Expert
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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Can your grandmother make good cake? No, but she has an awesome knive collection and experience shooting hunting riflesand 30 pound recurve bows (she also has one).
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: 40 Euro job (pathfinding)
[Re: Ch40zzC0d3r]
#434778
12/26/13 18:18
12/26/13 18:18
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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Man just use the freaking plugin a member of the forum wrote here (peragro).. Woeks fine, no need to waste money .. I've talken about the same. I have working tile based pathfinders, but dynamic obsatcle avoidance is a bit more about a complex movement system than simply pathfinding (avoiding or handling collisions etc.). there are mutual relations. I simply like to work on similar things I just need to see your levels and game system to create a tile map from the environment. but things can be even more complex if character size can be very different or character capabilities can differ. but no problem, I have a semi finished system for it too depending on character quantity I can implement path smoothing too. but in some cases the navmesh is better, which is not a big difference, it uses triangles instead of squares, and A* among them, nothing magical...
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Re: 40 Euro job (pathfinding)
[Re: WretchedSid]
#434780
12/26/13 18:38
12/26/13 18:38
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Joined: Jan 2006
Posts: 968
EpsiloN
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Joined: Jan 2006
Posts: 968
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Some day iam happy if ull write such an script for 40 bucks ! ^^ Eh, for some people this is actual money (I should know, I would sell my grandma for this money right about now). I work in my family business for 15/day and I'm feeding myself and my wife... Imagine how 40 sounds to me right now, when I'm late with the electricity bill (60).
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Re: 40 Euro job (pathfinding)
[Re: Random]
#434785
12/26/13 19:09
12/26/13 19:09
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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However. I figured that the pathfinding systemfrom the goodies folder has some problems. My monster constantly gets stuck and often can`t follow me up higher egs... I doubt it! I use it all the time for 2D and 3D projects and it works fine for me (even for hundreds of Zombies). Just try and remove or add USE_BOX to the tracemode, this alone may fix some of your problems.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: 40 Euro job (pathfinding)
[Re: Superku]
#434791
12/26/13 22:03
12/26/13 22:03
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Joined: Feb 2010
Posts: 886
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The simple code:
action follower()
{
while(!player){wait(1);}
//////////
c_setminmax(my);
vec_fill(my.min_x,-24);
vec_fill(my.max_x,24);
//////////
VECTOR temp,temp2;
while(1)
{
draw_point3d(player.x,COLOR_RED,50,10);
//////////
ent_path_get_target(my,player.x,temp);
ent_path_draw(my);
//////////
temp.z = my.z;
if(vec_dist(temp,my.x) > 16)
{
vec_diff(temp2,temp,my.x);
vec_to_angle(temp,temp2);
my.pan += ang(temp.x-my.pan)*0.5*time_step;
result = c_move(me,vector(maxv(10-0.1*abs(ang(temp.x-my.pan)),0)*time_step,0,0),nullvector,IGNORE_ME|IGNORE_PASSABLE|GLIDE);
c_trace(my.x,vector(my.x,my.y,-1000),IGNORE_ME);
my.z += (target.z+55-my.z)*0.5*time_step;
}
wait(1);
}
}
The bidirectional path I made: And here is the result: It traces through blockes... Ofcourse I tryed USE_BOX. But that didn`t help at all.
Last edited by Random; 12/26/13 22:14.
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Re: 40 Euro job (pathfinding)
[Re: Random]
#434810
12/27/13 12:28
12/27/13 12:28
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
X
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X
Joined: Jul 2008
Posts: 2,107
Germany
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U need to adjust some values in the pathfinding.c ... first it didnt work for me too. Then i played around some hours with values ( the one u can adjust ). Then it worked perfect. Believe me, playing around with values will solve this. I dont have the values to my hand right now sry.
The main problem here is the c-trace tolerance distance between nodes. If its to high pathfinding trys to skip nodes. That why ur model trys to run through a block. Its too Long ago since i implemented it, i cant remember the exact problem. But now iam really happy with this script, thanx again to SuperKu ^^
@JustSid Iam no rich man too, but if someone scripts a (perfect) working pathfinding system ready to use for 40 Euros, iam sure more than one person will buy it.
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: 40 Euro job (pathfinding)
[Re: rayp]
#434812
12/27/13 15:15
12/27/13 15:15
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
Expert
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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@JustSid Iam no rich man too, but if someone scripts a (perfect) working pathfinding system ready to use for 40 Euros, iam sure more than one person will buy it. Well, then you have to find out how many people you need to sell it to for 40 bucks to break even. And then figure out if there are even that many people left that use Gamestudio. Like I said, if you already have something like that lying around, it probably is a good deal to touch it up for 40 bucks and then also selling it to others. Starting from scratch in the hopes of breaking at least even is probably a not so good idea. But do feel free to prove me wrong
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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