Gamestudio Links
Zorro Links
Newest Posts
AlpacaZorroPlugin v1.3.0 Released
by kzhao. 05/22/24 13:41
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (NnamueN, 1 invisible), 1,489 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
LucasJoshua, Baklazhan, Hanky27, firatv, wandaluciaia
19054 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 8 of 12 1 2 6 7 8 9 10 11 12
Re: Added movement smoothing... [Re: Excessus] #44651
06/05/05 14:00
06/05/05 14:00
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline
User
snake67  Offline
User

Joined: Sep 2003
Posts: 648
Switzerland
Quote:

Sorry I hadn't looked at the code closely, but now I have..
All I can say is.. WOW.. Seems like programming AI will be really easy for me
I will buy the full version for sure when it's out. One thing I'd still like to know, how is the PF_REACHED_TARGET decided? Does the entity have to be on the exact same x,y,z position or is there a range?




Ik geloof jeji hebt de text die er bij ligt toch niet gelezen... Daar staat dit precis in geschreven. (Excuseer mijn slecht nederlands).

Re: Added movement smoothing... [Re: snake67] #44652
06/05/05 14:30
06/05/05 14:30
Joined: Jan 2004
Posts: 2,013
The Netherlands
E
Excessus Offline
Expert
Excessus  Offline
Expert
E

Joined: Jan 2004
Posts: 2,013
The Netherlands
PF_SET_ENT_COLLISION_DISTANCE.
arrrgh. Sorry, I'm really posting to soon today.

Anyway, great stuff!

BTW, moet je Nederlands leren in Zwitserland?

Re: Added movement smoothing... [Re: Excessus] #44653
06/05/05 14:48
06/05/05 14:48
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline
User
snake67  Offline
User

Joined: Sep 2003
Posts: 648
Switzerland
Quote:

PF_SET_ENT_COLLISION_DISTANCE.
arrrgh. Sorry, I'm really posting to soon today.

Anyway, great stuff!

BTW, moet je Nederlands leren in Zwitserland?




Nee hoor! Mijn moeder is nederlandse

EZ-Path [Re: snake67] #44654
06/05/05 18:44
06/05/05 18:44
Joined: Mar 2002
Posts: 580
San Francisco
clone45 Offline OP
User
clone45  Offline OP
User

Joined: Mar 2002
Posts: 580
San Francisco

Hello everyone!

I'm sorry that I hadn't responded sooner to these posts. Let me give you a quick update. I had mentioned before that I was stuck on a few coding issues. Luckily, I'm making headway again!! I'll hopefully continue with the project as planned!

@Excessus - I'm in the process of mixing some very nice A* pathfinding into the .dll. This means that it will be possible for your characters to use node base pathfinding for 90% of their movement, then switch to more complicated pathfinding once their path is blocked. I've been working on this for quite some time, and it's nearing completion. It's *beautiful* too!!!

I'll post updates when I have 'em! I expect a big update within a week.
- Bret

Re: EZ-Path [Re: clone45] #44655
06/09/05 03:31
06/09/05 03:31
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline
User
snake67  Offline
User

Joined: Sep 2003
Posts: 648
Switzerland
Hi clone45

I am playing around wit EZ_PATH a while now and i like your pathfinding code more and more. Beside it works really great and fast, there is still left one wish. Under some circumstances calling pf_to_ent(...) results in no path. Could you feed us with a flag like _PF_SUCCESS or somthimg like this. It would be helpfull for coding an AI around your pathfinding code.

best regards, Snake67

Re: EZ-Path [Re: snake67] #44656
06/09/05 05:39
06/09/05 05:39
Joined: Mar 2002
Posts: 580
San Francisco
clone45 Offline OP
User
clone45  Offline OP
User

Joined: Mar 2002
Posts: 580
San Francisco

Sure thing snake! I'll add that feature for the next release. However, have you tried checking the return value of pf_to_ent()? It should return '1' if there's a path and '0' if there isn't. Let me know if that doesn't work for you!


I'm moving slowly but surely on this project. I'm happy to hear that people like it!!

- Bret

Re: EZ-Path [Re: clone45] #44657
06/09/05 06:25
06/09/05 06:25
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline
Expert
FeiHongJr  Offline
Expert

Joined: Oct 2003
Posts: 2,628
IL,US
sounds like your making some very good progress glad to hear it. Keep it up and cant wait to see it when its all finished


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: EZ-Path [Re: clone45] #44658
06/09/05 10:31
06/09/05 10:31
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline
User
snake67  Offline
User

Joined: Sep 2003
Posts: 648
Switzerland
Quote:


Sure thing snake! I'll add that feature for the next release. However, have you tried checking the return value of pf_to_ent()? It should return '1' if there's a path and '0' if there isn't. Let me know if that doesn't work for you!


I'm moving slowly but surely on this project. I'm happy to hear that people like it!!

- Bret




Thanks! I tried this before but it made no differece to like my AI behaved. Possibly there was an other fault, anyway i will try again...

Re: EZ-Path [Re: snake67] #44659
06/09/05 17:12
06/09/05 17:12
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline
User
snake67  Offline
User

Joined: Sep 2003
Posts: 648
Switzerland
Hi clone45
I tried again. The function pf_to_ent seems to return always "0"...

Re: EZ-Path [Re: snake67] #44660
06/10/05 01:43
06/10/05 01:43
Joined: Mar 2002
Posts: 580
San Francisco
clone45 Offline OP
User
clone45  Offline OP
User

Joined: Mar 2002
Posts: 580
San Francisco

Hi Snake!

I'll try to look into this and get back to you! I have some other bugs with the A* portion that I really want to clobber first, but rest assured, I'll attempt to address this issue. It could be a while before the next update, and in the meantime if you can work around it, I would suggest it!

Thanks!
- Bret

Page 8 of 12 1 2 6 7 8 9 10 11 12

Moderated by  adoado, checkbutton, mk_1, Perro 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1