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Re: Intense Ai: Free Pathfinding
[Re: proteK]
#70731
01/18/07 07:40
01/18/07 07:40
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Joined: Jul 2004
Posts: 1,205 Greece
LarryLaffer
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OP
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Posts: 1,205
Greece
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Thanks everyone.. It's actually quite funny how i get props for a year old thread:) Nevertheless, IP should still work great, and i fully support it. Let me know, if anyone runs into any problems with it.. I guess I should post this somewhere at the wiki, or conitec's download section, since it quickly gets buried here. I'm just lazy sometimes.. if anyone else wants to write a wiki entry on it, feel free Aris
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Re: Intense Ai: Free Pathfinding
[Re: LarryLaffer]
#70732
01/19/07 01:06
01/19/07 01:06
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
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doing it right now.
edit: someone might want to fix it, cuz it looks really bad, but its up there
Last edited by lostclimate; 01/19/07 01:28.
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Re: Intense Ai: Free Pathfinding
[Re: lostclimate]
#70733
10/13/07 15:44
10/13/07 15:44
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Joined: Jul 2004
Posts: 1,205 Greece
LarryLaffer
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Hello all! There's a new Intense Pathfinding update, making this version 1.03! I made sure everything still works for both A6 and A7 latest versions and re-compiled the demo with A7.5. I've also fixed a feature where if you're to click on a vertical surface, the player will now move to the nearest legal point instead. Useful for adventure games and the sort.. Grab the new version from here! Btw, I've changed domains from intenseillusions.com to intense-i.com so most of the pictures in this thread don't work anymore. If you're new, you're just gonna have to download the file to see what this is all about. Cheers all, Aris
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Re: Intense Ai: Free Pathfinding
[Re: LarryLaffer]
#70734
10/13/07 16:42
10/13/07 16:42
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
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Joined: Jan 2004
Posts: 3,023
The Netherlands
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Quote:
Hello all!
There's a new Intense Pathfinding update, making this version 1.03! I made sure everything still works for both A6 and A7 latest versions and re-compiled the demo with A7.5. I've also fixed a feature where if you're to click on a vertical surface, the player will now move to the nearest legal point instead. Useful for adventure games and the sort..
Grab the new version from here!
Btw, I've changed domains from intenseillusions.com to intense-i.com so most of the pictures in this thread don't work anymore. If you're new, you're just gonna have to download the file to see what this is all about.
Cheers all, Aris
AWESOME NEWS!!!! i am gonna test this right away. does it create the nodes on the fly, or is it calculated from a look-up table ?
regards,
EDIT:
i tested this, but was wondering, does it work with terrain? cuz right now it's being showcased only on a flat surface, and what about more then 1 onstance, like a squad, is that supported?
regards,
Last edited by Helghast; 10/13/07 16:47.
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Re: Intense Ai: Free Pathfinding
[Re: Helghast]
#70735
10/13/07 16:44
10/13/07 16:44
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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Indeed, great work again !! I can only rate you once Cheers Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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Re: Intense Ai: Free Pathfinding
[Re: Helghast]
#70736
10/13/07 19:05
10/13/07 19:05
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Joined: Jul 2004
Posts: 1,205 Greece
LarryLaffer
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Quote:
AWESOME NEWS!!!! i am gonna test this right away. does it create the nodes on the fly, or is it calculated from a look-up table ?
regards,
EDIT:
i tested this, but was wondering, does it work with terrain? cuz right now it's being showcased only on a flat surface, and what about more then 1 onstance, like a squad, is that supported?
regards,
All the answers you need are in the documentation and in the current thread. In a sum, Intense Pathfinding uses preplaced nodes and an automatic graph generator, so you could say it uses a look up table. Terrain should work fine although I've never actually tested it. In the demo you can walk around a model-only maze level, and terrains are essentialy models.. There's also ramps, steps, bridges, abstract models, and everything you could find in an actual level.. Finally, there are instructions in the documentation, to let you have as many as 999 pathfinding agents.
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Re: Intense Ai: Free Pathfinding
[Re: Puppeteer]
#70738
10/13/07 20:11
10/13/07 20:11
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Joined: Jul 2004
Posts: 1,205 Greece
LarryLaffer
OP
Serious User
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OP
Serious User
Joined: Jul 2004
Posts: 1,205
Greece
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Quote:
I think you have the same problem as in the old thread... [img=http://img524.imageshack.us/img524/3843/unbenanntcg9.th.jpg]
What happened there, I can't really tell.. If he didn't made it where you clicked, I've seen it happen too in that part of the map. It's mostly the way i've placed the waypoints in that area, maybe they could use some tweaking. But since it didn't happen too often, I've let it go..
Btw, if anyone wants to see how Intense Pathfinding behaves in a real game, you can find Mother's Den here (108MB). You can have up to three sidekicks following you around a complex level, or even having them lead the way. All paths are calculated dynamically using I.P.
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Re: Intense Ai: Free Pathfinding
[Re: LarryLaffer]
#70739
10/13/07 20:57
10/13/07 20:57
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Joined: Oct 2006
Posts: 91
Ghost
Junior Member
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Junior Member
Joined: Oct 2006
Posts: 91
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