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Re: Intense Ai: Free Pathfinding [Re: mbmSOG] #70730
01/17/07 19:43
01/17/07 19:43
Joined: Mar 2005
Posts: 82
Switzerland, Oberriet
proteK Offline
Junior Member
proteK  Offline
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Joined: Mar 2005
Posts: 82
Switzerland, Oberriet
Thanks a lot - very useful Free Pathfinding :-)


Cybertron G Studios Switzerland A7.06 Pro http://www.cybertron.ch Contact us protek@hispeed.ch
Re: Intense Ai: Free Pathfinding [Re: proteK] #70731
01/18/07 07:40
01/18/07 07:40
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline OP
Serious User
LarryLaffer  Offline OP
Serious User

Joined: Jul 2004
Posts: 1,205
Greece
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


INTENSE AI: Use the Best AI around for your games!
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Re: Intense Ai: Free Pathfinding [Re: LarryLaffer] #70732
01/19/07 01:06
01/19/07 01:06
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
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.
Re: Intense Ai: Free Pathfinding [Re: lostclimate] #70733
10/13/07 15:44
10/13/07 15:44
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 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


INTENSE AI: Use the Best AI around for your games!
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Re: Intense Ai: Free Pathfinding [Re: LarryLaffer] #70734
10/13/07 16:42
10/13/07 16:42
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
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.

Formerly known as dennis_fantasy
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Re: Intense Ai: Free Pathfinding [Re: Helghast] #70735
10/13/07 16:44
10/13/07 16:44
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Indeed, great work again !!
I can only rate you once

Cheers

Frazzle


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Re: Intense Ai: Free Pathfinding [Re: Helghast] #70736
10/13/07 19:05
10/13/07 19:05
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline OP
Serious User
LarryLaffer  Offline OP
Serious User

Joined: Jul 2004
Posts: 1,205
Greece
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: LarryLaffer] #70737
10/13/07 19:36
10/13/07 19:36
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline
Expert
Puppeteer  Offline
Expert

Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
I think you have the same problem as in the old thread...
[img=http://img524.imageshack.us/img524/3843/unbenanntcg9.th.jpg]


Formally known as Omega
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Re: Intense Ai: Free Pathfinding [Re: Puppeteer] #70738
10/13/07 20:11
10/13/07 20:11
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline OP
Serious User
LarryLaffer  Offline OP
Serious User

Joined: Jul 2004
Posts: 1,205
Greece
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.


INTENSE AI: Use the Best AI around for your games!
Join our Forums now! | Get Intense Pathfinding 3 Free!
Re: Intense Ai: Free Pathfinding [Re: LarryLaffer] #70739
10/13/07 20:57
10/13/07 20:57
Joined: Oct 2006
Posts: 91
G
Ghost Offline
Junior Member
Ghost  Offline
Junior Member
G

Joined: Oct 2006
Posts: 91
Thanks Larry.

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