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Intense Pathfinding 2 #187387
03/07/08 06:22
03/07/08 06:22
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline OP
Serious User
LarryLaffer  Offline OP
Serious User

Joined: Jul 2004
Posts: 1,205
Greece
Hello everyone!

I'm very glad to announce the release of Intense Pathfinding 2.0!




Intense Pathfinding 2 has the following features:
-------------------------------------------------
Points Of Visibility Pathfinding - node based
Pure Dijkstra Search Algorithm - fast
999 Max Nodes per level
999 Max Pathfinding-Entities per level
Obstacle Avoidance Using Repulsion Vectors - avoids other dynamic entities, without using c_traces NEW!
Three Dimensional - can handle floors, slopes, stairs, rough terrain, etc
String Pulling - smooth paths
Runtime Search - handles dynamic enviroments like doors, bridges and demolished walls
Volume Raycasting - Size of entity is considered, making sure the path is wide and tall enough
Gravity RayCasting - Making sure there's ground below the path
Polygon Precise RayCasting - Supports model-only levels and terrains
Advanced Selection System - selects single/multiple entities, drag box available NEW!
Intelligent Targeting - if target point is inaccesible, selects nearest valid position NEW!
RTS sounds - user-defined sounds are played, every time an entity is selected or ordered NEW!
Graph Generating Tool - automatically link nodes to each other. You just need to place them in the level
Written in Lite-C - faster and cleaner code NEW!
Open Source Script - no dlls
Works with all A7 editions - Extra, Commercial or Professional NEW!
Debuging Tools - Visually seeing the Graph, Obstacle avoidance vectors and every c_trace made at runtime
Fully documented



Intense Pathfinding 1 had won 1st prize on Conitec's Spring competition in 2006. It has now doubled its features, by supporting obstacle avoidance, multiple selection, RTS sounds and on. The demo has been improved too by adding a terrain, multiple Npcs and dynamic objects. The goal of the demo is to show how Intense Pathfinding can be applied to any sort of game, be it an FPS, RPG, Adventure or Real Time Strategy.


Enjoy the Screens:












Intense Pathfinding 2 is completely free, like its predecessor, and can be downloaded from here(14mb). You can use this in non-commercial or commercial games, with no credits required.


Known Issues
------------
The selection box does not always work correctly. I will try to improve this on a later version.

If multiple Npcs are commanded to move to one location, they will rarely make it all there. This is a normal limitation of A*+Obstacle avoidance and nothing can be done to fix it. (f.e. If two npcs try to avoid each other on a bridge, A* holds no information of where the bridge ends, causing Npcs to occasionaly fall off whilst avoiding dynamic obstacles). A solution for this is to use NavMeshes, which are mostly available only to AAA game engines. Since this demo tries to show all of IP2's capabilities in a single level, in your own game don't use complex geometry when handling multiple pathfinding entities.

The Manual is not updated fully for IP2 and still contains some old screenshots. I plan on fixing that soon.

IP2 needs A7.07 or later to run properly. Beta versions (A7.08x) will not work either due to faulty collision detection in all latest betas.




My hope is that more and more people will begin to use Intense Pathfinding for their projects and make use of its features. To my knowledge, this is the most complete pathfinding solution available for A7 and can be used for most types of games successfully. Please let me know if you have any questions, either generic or technical(this is showcase afterall).

Feedback is very much appreciated,

Friendly,
Aris


INTENSE AI: Use the Best AI around for your games!
Join our Forums now! | Get Intense Pathfinding 3 Free!
Re: Intense Pathfinding 2 [Re: LarryLaffer] #187388
03/07/08 07:17
03/07/08 07:17
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Thanks, much anticipated and appreciated.
Will play with it tirelessly I think, love pathfinding levels and could certainly use something like this in any project.

Congrats to on completing it for all of us

Re: Intense Pathfinding 2 [Re: Nems] #187389
03/07/08 08:25
03/07/08 08:25
Joined: Oct 2003
Posts: 825
22�21'24"N 114�07'30"E
Frederick_Lim Offline
User
Frederick_Lim  Offline
User

Joined: Oct 2003
Posts: 825
22�21'24"N 114�07'30"E
Thank you very much

Cheers

Re: Intense Pathfinding 2 [Re: Frederick_Lim] #187390
03/07/08 11:22
03/07/08 11:22
Joined: Apr 2007
Posts: 582
Germany
Poison Offline
User
Poison  Offline
User

Joined: Apr 2007
Posts: 582
Germany
THANK YOU VERY MUCH Aris!!
You are the best^^.

Cheers

Poison


Everything is possible, just Do it!
Re: Intense Pathfinding 2 [Re: Poison] #187391
03/07/08 11:39
03/07/08 11:39

A
Anonymous
Unregistered
Anonymous
Unregistered
A



thanks this is great.
But i couldn't get the Source Demo to start.
It just doesnt start.

Re: Intense Pathfinding 2 [Re: Poison] #187392
03/07/08 11:40
03/07/08 11:40
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
oh yes THANK YOU! a marvelous contribution. curious to check it out later

edit: just tested the demo. it is just so cool. but i found a strange thing. when you try to let the entities run to the brigde between the two buildings some of them fall down and loose their minds say, they run against the walls until you give them a new command.

maybe you already know this?

Last edited by ello; 03/07/08 12:04.
Re: Intense Pathfinding 2 [Re: ello] #187393
03/07/08 19:13
03/07/08 19:13
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
Expert
Rondidon  Offline
Expert

Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Thanks for this great contribution! As I already posted in the IntenseX threat in showcase II I`m working on a UT99-like shooter. We already tried to code an AI for the bots ... but we realized that it`ll take too much time to get a fun-to-play AI that reaches our claims. So we decided to concentrate ourselves on getting the rest of the game ready till IntenseX is released. Now I`m a bit confused because IntenseX is a game builder extension for GStudio (I think) of that one part is the Intense AI. Is it possible to create a Bot AI with IntenseX that is implementable in our game without using the other features? Or would you recomment to script our own AI script on the base of Intense Pathfinding? We want to spend as little time as possible to get a functional bot AI.
I hope my English is not too bad...

Re: Intense Pathfinding 2 [Re: Rondidon] #187394
03/07/08 19:48
03/07/08 19:48
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
One of the best UCs ever as AI is a major factor for a plausible project
This will be very salutary for that aspect, thanks Aris

Cheers

Frazzle


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Re: Intense Pathfinding 2 [Re: Rondidon] #187395
03/07/08 20:29
03/07/08 20:29
Joined: Apr 2001
Posts: 425
Pittsburgh PA
RAFU Offline
Senior Member
RAFU  Offline
Senior Member

Joined: Apr 2001
Posts: 425
Pittsburgh PA
Rondidon,
Intense Path finding is the foundation for any game development workflow and is packaged with our Intense X product. Intense X takes the Path Finding graphs created with Intense Path Finding and adds Next Generation A.I to your NCPs. Intense X is also a compete game construction kit for programmers and non programmers alike, For best preparation use Intense Path Finding to create all the graphs for your levels. Once Intense X is installed, which is being released next month, you will have a fully working game almost instantly! And Intense X in no way generates “cookie cutter” games, it is state of the art in every way and you have complete control over every aspect of your game’s construction.

Hope this helps,
Brad Grimm


INTENSE X: The ultimate plug-in for Gamestudio. Available now!
Join our Forums now! Discuss, Vote and win Free Upgrades!
Re: Intense Pathfinding 2 [Re: RAFU] #187396
03/07/08 21:23
03/07/08 21:23
Joined: Sep 2001
Posts: 375
Hamburg, Germany / Springfield...
Andreas C Offline
Senior Member
Andreas C  Offline
Senior Member

Joined: Sep 2001
Posts: 375
Hamburg, Germany / Springfield...
Thanks so much for this ! It'll keep me busy until IntenseX comes out

Cheers,
Andreas


____________________________________________________
GameCore / Unity / UDK
Lightwave 9.6 / Blender / Fragmotion / ZBrush 3.5
TextureMaker / PSP-X
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