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Re: Dynamic Obstacle Avoidance [Re: wdlmaster] #332493
07/10/10 00:12
07/10/10 00:12
Joined: May 2009
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3run Offline OP
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I want to create avoiding like in IntenceX, to make NPC turn and walk around the obstacle. I tryed to use the one from AUM, but it looks weird, NPC jerks a bit... be cause contents turns with him, and when he turns the way is clear, and when it clear he turns to player again, and then way is not clear, and then NPC turns away from obstacle again... etc... but how do I make obstacle system like in IntenceX?


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Re: Dynamic Obstacle Avoidance [Re: 3run] #332501
07/10/10 05:06
07/10/10 05:06
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bart_the_13th Offline
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IntenseX doesnt only use Obstacle Avoidance, but also use pathfinding algorithm (Djikstra?).

Re: Dynamic Obstacle Avoidance [Re: bart_the_13th] #332502
07/10/10 05:35
07/10/10 05:35
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bk9iq Offline
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So why don't u use Intense Pathfinding for AI ??

Re: Dynamic Obstacle Avoidance [Re: bk9iq] #332535
07/10/10 16:12
07/10/10 16:12
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3run Offline OP
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I knew about Djikstra pathfinding algorithm laugh Did you use it, bart_the_13th? Could you give me some hint to get started with it? I've made a basic AI already, I need to implement IntenceX then. Could some one help me with that, please? laugh


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Re: Dynamic Obstacle Avoidance [Re: 3run] #333125
07/14/10 07:22
07/14/10 07:22
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bart_the_13th Offline
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No, I dont use any pathfinding for my game in 3DGS(I do use it in flash game though grin ). I dont know about Intense X but to implement AI pathfinding in Intense Pathfinding, you must scatter some waypoints in the WED.

Re: Dynamic Obstacle Avoidance [Re: bart_the_13th] #334139
07/21/10 14:42
07/21/10 14:42
Joined: Mar 2009
Posts: 146
USA
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paracharlie Offline
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Since we cant use c_content for mesh based levels, have you thought about maybe using c_scan? As long as it returns true or false or 1 and 0, you should be able to pretty much do anything with it in theory.


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Re: Dynamic Obstacle Avoidance [Re: paracharlie] #336110
08/01/10 18:03
08/01/10 18:03
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3run Offline OP
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I've made some "Obstacle Avoidance" with traces and steering, But I want to make it in other way, as in IntenseX, so bot just turn a bit, how to make that? I know the easiest way to do that is just to make each bot turn to the right, then they will avoid each other, but that will not help to avoid the walls and staff like that. Can some one give me a good idea?


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Re: Dynamic Obstacle Avoidance [Re: 3run] #336121
08/01/10 19:04
08/01/10 19:04
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Rackscha Offline
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with run a bit, you mean a smooth movement?


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Re: Dynamic Obstacle Avoidance [Re: Rackscha] #336151
08/01/10 22:16
08/01/10 22:16
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3run Offline OP
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No, I mean, when bots move without using the pathfinding, they could avoid dynamical objects, and all other obstacles (wall corners etc). Move around them, without getting stuck.


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Re: Dynamic Obstacle Avoidance [Re: 3run] #336178
08/02/10 07:43
08/02/10 07:43
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bart_the_13th Offline
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Like this?
http://www.red3d.com/cwr/steer/Unaligned.html
It's not mine though tongue

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