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Re: ez_path -- for alpha testing! Simple Pathfind [Re: Samb] #44631
04/29/05 21:32
04/29/05 21:32
Joined: Mar 2002
Posts: 580
San Francisco
clone45 Offline OP
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clone45  Offline OP
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Joined: Mar 2002
Posts: 580
San Francisco

Thanks Samb! Some good news: At the very least, I still have the "core" of the pathfinding code on a backup disk. It's a backup of the original system I used for Legendary Sword. Other good news:

1. There's still a good chance that the .cpp and .h files will be recovered from the busted hard drive.

2. I'm back up and running with a completey new hard drive already.

I'm waiting for the data recovery process to complete before I do much else. Besides the .cpp and .h files, I need my Game Studio registration information too. Mental note: Print out important information in the future. Ha ha ha.

Ok, I'm off to reinstall Visual C++ .Net. I'll post an update when possible!

- Bret

Re: ez_path -- for alpha testing! Simple Pathfind [Re: clone45] #44632
04/29/05 21:37
04/29/05 21:37
Joined: Aug 2003
Posts: 7,440
Red Dwarf
Michael_Schwarz Offline
Senior Expert
Michael_Schwarz  Offline
Senior Expert

Joined: Aug 2003
Posts: 7,440
Red Dwarf
Quote:



Oh... bad news indeed.

My main hard drive crashed yesterday. Luckly, I'm pretty careful about backing up my files. Most everything I have is on CD. Also, the drive is now in the hands of a data recovery expert, so if it's possible for me to retrieve my files, I will.

The source code for the pathfinding .dll was on the hard drive and wasn't backed up. If the data recovery guy fails to get any information, then sadly the pathfinding code might be lost. I'm optimistic that I'll get the files back.

In any case, it may be a few days before I'm back up and running. I'll need to buy a new drive, install windows, and basically get my environment back up and running. If you don't hear from me in a while, you'll know why!!

[By the way, this won't affect Game Beep, which is completely backed up and also mirrored on the server.]

Cheers!
- Bret




and you can make a A5 version of the dll

<< very insisting


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: ez_path -- for alpha testing! Simple Pathfind [Re: Michael_Schwarz] #44633
05/02/05 01:05
05/02/05 01:05
Joined: Mar 2002
Posts: 580
San Francisco
clone45 Offline OP
User
clone45  Offline OP
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Joined: Mar 2002
Posts: 580
San Francisco

Good news! After numerous hours using a hex editor, I've been able to restore the pathfinding .dll code!! Keep your eyes out for updates in the near future.

Michael - I need to stabilize the A6 version of the .dll, otherwise I'll be developing on two versions simultaneously. It's going to be a long while before I can work on an A5 version (no promises!).

Cheers!
- Bret

Re: ez_path -- for alpha testing! Simple Pathfind [Re: clone45] #44634
05/02/05 03:40
05/02/05 03:40
Joined: Oct 2003
Posts: 117
San Diego, CA
DCorwin Offline
Member
DCorwin  Offline
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Joined: Oct 2003
Posts: 117
San Diego, CA
Back up your stuff! :-)


Dave C. Polcino Digital Complete http://www.digitalcomplete.com dave@digitalcomplete.com -------------------
Added movement smoothing... [Re: clone45] #44635
05/02/05 22:54
05/02/05 22:54
Joined: Mar 2002
Posts: 580
San Francisco
clone45 Offline OP
User
clone45  Offline OP
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Joined: Mar 2002
Posts: 580
San Francisco

Hello everyone!

I just added a nice feature to the pathfinding package: movement smoothing. The .dll can now handle turning your entity for you, and will smooth out the turning radius so it looks more natural.

The new download package contains a demo of this functionality.
http://www.gamebeep.com/freebies/ez_path_src.zip

ALSO NOTE!! The new package prints out a "TRIAL VERSION" message on your screen. The inexpensive ($10??) non-trial version will be spam-free.

In short, here's how the smoothing works:

Code:

// Call pf_to_ent. This pathfinding routine takes two entity pointers as
// arguments. They are the source and target entity. The routine calculates
// the shortest path to the target, and sets the direction that the source
// entity needs to go in order to reach it's target.
// (See documentation for more information)

pf_to_ent(my, dst_ent);


// If I weren't using pf_smooth_turn, this is how I would turn my entity to
// face the correct distance:
//
// my.pan = my._PF_PAN_TO_TARGET;
// my.tilt = my._PF_TILT_TO_TARGET; // <- don't set for first person shooters
// my.roll = my._PF_ROLL_TO_TARGET; // <- don't set for first person shooters

// Call pf_smooth_turn to have the pathfinding .dll turn your entity for you
// in the direction of the next target node (or target entity). If you decide
// to use the pf_smooth_turn feature, you may wish to increase the node
// collision distance by calling pf_set_node_collision_distance(); Increasing
// the node collision distance will result in the actor starting it's turn
// earlier, which is a good idea if the turn takes longer because of the
// smoothing.

turn_speed = 10 * time;

pf_smooth_turn(my, VECTOR(my._PF_PAN_TO_TARGET,0,0), turn_speed);




Currently, pf_smooth_turn only works on the .pan of an entity. Future versions will also smooth tilt and roll, which could be helpful in games where 3d movement is possible.

Cheers!
- Bret

Re: Added movement smoothing... [Re: clone45] #44636
05/03/05 02:27
05/03/05 02:27
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Good to hear that you've been able to restore all your code!

Re: Added movement smoothing... [Re: clone45] #44637
05/03/05 10:15
05/03/05 10:15
Joined: Nov 2003
Posts: 433
The Netherlands
T
Toon Offline
Senior Member
Toon  Offline
Senior Member
T

Joined: Nov 2003
Posts: 433
The Netherlands
This stuff is so ****** amazing !!! I played around with it a bit and the i like it more then i ever liked any other pathfinding system!!!

I only have one question: when/where can i buy it???

Re: Added movement smoothing... [Re: Toon] #44638
05/04/05 07:37
05/04/05 07:37
Joined: Nov 2003
Posts: 433
The Netherlands
T
Toon Offline
Senior Member
Toon  Offline
Senior Member
T

Joined: Nov 2003
Posts: 433
The Netherlands
Btw, (how) can i load or restart a level without getting the error crash in pf_to_ent?

Re: Added movement smoothing... [Re: Toon] #44639
05/04/05 16:24
05/04/05 16:24
Joined: Mar 2002
Posts: 580
San Francisco
clone45 Offline OP
User
clone45  Offline OP
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Joined: Mar 2002
Posts: 580
San Francisco
Hi Toon!

Unfortunately, it's not for sale yet. It still needs some extra features to make it worth while, such as a "pf_to_vec()" function. I also hoped to include "dynamic A*", which will allow your actors to navigate around obstacles and other entities in the level. Plus, it needs more testing! I don't want to sell it until it has been heavily tested!

If you really need the trial version message to go away, PM me and I'll send you a version without that message. Otherwise, rest assured that I'm still making progress on this project!!

Oh, and I'll look into the level load bug today!!

Thanks for the compliment!
- Bret

Last edited by clone45; 05/04/05 16:26.
Re: Added movement smoothing... [Re: clone45] #44640
05/04/05 17:02
05/04/05 17:02
Joined: Mar 2002
Posts: 580
San Francisco
clone45 Offline OP
User
clone45  Offline OP
User

Joined: Mar 2002
Posts: 580
San Francisco

Hi Toon!

I threw together a quick test level and was able to switch between levels without any crashing. Did you remember to call pf_init_nodes() right after the level change?

Here's the main loop that I added:

Code:

while(1)
{
if (key_u)
{
level_load("pathfind_level2.WMB");
wait(1);
pf_init_nodes();
}
wait(1);
}



If you still get the error, run the program with the -diag switch and make sure that your version is up to date. The acklog.txt file should contain:

-=-=- ez_path version 0.440000-=-=-

Enjoy!!
- Bret

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