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Re: Intense Ai: Free Pathfinding [Re: Gandalf] #70750
01/05/08 21:53
01/05/08 21:53
Joined: Dec 2007
Posts: 1
L
lordbeorn Offline
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lordbeorn  Offline
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L

Joined: Dec 2007
Posts: 1
Hello.
First of all I would like to thanks Larry for all his work. It's great and it would be very usefull in my projects. In second place I must say that my english is quite poor so I'm sorry I've I commit any mistake.
I've been reading the sourcecode and I've understood most of it. It's quite interesting when you read all the comments and you discover that you can do something that aren't explained in the docs.
But now I'm having a problem with pathfindg in order to evade other entities. I've checked all the comments is_POV_Pathfind.wdl and in especial the TestWalkLinkBetweenTwoPoints function. I've been testing it for a while and I've seen that the program doesn't evade allways other entities. Sometimes it discovered the right path and sometimes id didn't. So I've been investigating a bit and I think that the pathfind only checks if there are other entities in the first movement because it evaded other entities when there was a direct path between starting point and the end point and it didn't work when there it had to follow more than one node.
I attach a snapshot where you can check what I say. If you see the followed path.



The moving guard went backwards in order to evade the other guards. But when it reached the first node the program didn't recognize that the guards were there and it tried to go directly to the end point.
I'm doing anything wrong? It's may be a bug? Can you help me?
Thanks for all
Beorn

Re: Intense Ai: Free Pathfinding [Re: lordbeorn] #70751
02/24/08 23:46
02/24/08 23:46
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 Beorn,

Sorry for taking so long to reply, i didn't see your post until now

Intense Pathfinding is meant to give you a way to navigate around static environment, and therefore will not act on any dynamic entities blocking the path. In the industry, pathfinding is seperated into long-term and short-term, and both are used in games, with the one complementing the other. Long-term(such as Intense Pathfinding) only considers static environment, and Short-term(such as an obstacle avoidance method) will only consider dynamic environment. Both algorithms are used to navigate the Npc, with the long-term giving out the route to the destination, and the short-term to make him stray away from that route whenever a small dynamic obstacle comes in its way.


From my comments in is_POV_Pathfind.wdl
Code:

//You will effeciently make use of this mode, if you first build a collision avoidance layer in addition to your long-term pathfinding
//The Longer Term Pathfinding should only consider STATIC level blocks or MDLs
//The Obstacle Avoidance should only consider DYNAMIC models
//With the absence of an obstacle avoidance algorithm, this mode now considers all models when pathfinding
//To Have Long-Term Pathfinding ignore other dynamic entities, restore the comments in the if clause below)




and then in is_ai_subactions.wdl

Code:

//Enforce A Obstacle Avoidance Method

//Obstacle Avoidance Using c_traces and Recursion (disabled)
//AngleToWayPoint=is_SubAction_ObstacleAvoidanceCtrace(AngleToWayPoint,DistanceToWayPoint,0);

//Obstacle Avoidance Using Repulsive Vectors (disabled)
//AngleToWayPoint=is_SubAction_ObstacleAvoidanceRepulsionVecs(AngleToWayPoint);



Obstacle Avoidance has been disabled in Intense Pathfinding, so you'll have to create your own function, which will return a value to AngleToWayPoint that controls the direction of the pathfinding entity. For simple obstacle avoidance methods, look inside the AUMs, for entites avoiding things ahead of them by using c_traces.


If there's enough demand for it, I'll add an obstacle avoidance method to Intense Pathfinding and upgrade it to Lite-C, but for the time being, i'm a bit busy working on IntenseX. If you need any more help implementing your own OA algorithm, let me know and i'll try to help


Cheers,
Aris


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Re: Intense Ai: Free Pathfinding [Re: LarryLaffer] #70752
02/25/08 06:31
02/25/08 06:31
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Quote:

f there's enough demand for it, I'll add an obstacle avoidance method to Intense Pathfinding and upgrade it to Lite-C




I demand.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Intense Ai: Free Pathfinding [Re: Orange Brat] #70753
02/25/08 20:34
02/25/08 20:34
Joined: Feb 2008
Posts: 66
J
JustOneOldMan Offline
Junior Member
JustOneOldMan  Offline
Junior Member
J

Joined: Feb 2008
Posts: 66
That would be great, Aris...


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Re: Intense Ai: Free Pathfinding [Re: JustOneOldMan] #70754
02/25/08 22:28
02/25/08 22:28
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
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D3D  Offline
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Joined: Apr 2006
Posts: 1,551
Netherlands
I want to demand, but would like to see basic edition launched before xmas ^^


smile
Re: Intense Ai: Free Pathfinding [Re: D3D] #70755
02/26/08 01:31
02/26/08 01:31
Joined: Apr 2001
Posts: 425
Pittsburgh PA
RAFU Offline
Senior Member
RAFU  Offline
Senior Member

Joined: Apr 2001
Posts: 425
Pittsburgh PA
When u say xmas, you mean of 2008 correct? You have to be more specific with these things


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Re: Intense Ai: Free Pathfinding [Re: RAFU] #70756
03/02/08 19:21
03/02/08 19:21
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline OP
Serious User
LarryLaffer  Offline OP
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Joined: Jul 2004
Posts: 1,205
Greece
Ok, I'll give it a go today.. It shouldn't take more than a few days to convert to Lite-C i guess(hope)

I'll keep u all updated


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Re: Intense Ai: Free Pathfinding [Re: LarryLaffer] #70757
03/05/08 12:09
03/05/08 12:09
Joined: Aug 2002
Posts: 375
Germany
Salva Offline
Senior Member
Salva  Offline
Senior Member

Joined: Aug 2002
Posts: 375
Germany
Hi Larry!

I wanted to download your path finding system but the links seems not work more..

? http://www.intenseillusions.com/Intense_Pathfinding.zip

greet

Re: Intense Ai: Free Pathfinding [Re: Salva] #70758
03/06/08 14:43
03/06/08 14:43
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline OP
Serious User
LarryLaffer  Offline OP
Serious User

Joined: Jul 2004
Posts: 1,205
Greece
There's a new link at: http://www.intense-i.com/files/IntensePathfinding_v103.zip, but you should wait until the newer version comes out later today

Re: Intense Ai: Free Pathfinding [Re: LarryLaffer] #70759
03/06/08 16:28
03/06/08 16:28
Joined: Aug 2002
Posts: 375
Germany
Salva Offline
Senior Member
Salva  Offline
Senior Member

Joined: Aug 2002
Posts: 375
Germany
Thank you Larry, then i will wait,




greet

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