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Re: [Sub] Pathfinding [Re: abetrader] #36293
04/06/05 19:36
04/06/05 19:36
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline
Expert
FeiHongJr  Offline
Expert

Joined: Oct 2003
Posts: 2,628
IL,US
try deleteing the my. in front of target_angle.tilt and .pan hope that helps


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: [Sub] Pathfinding [Re: FeiHongJr] #36294
04/21/05 21:12
04/21/05 21:12
Joined: Apr 2005
Posts: 104
sand somewhere on EARTH
SandGroper Offline
warned
SandGroper  Offline
warned

Joined: Apr 2005
Posts: 104
sand somewhere on EARTH
cheers i shall checkout your finder!


SandGroper ---- the keeper of the sands of time! You grope me if you like but im a slippery sucker! hahaha ;p i live in sandy places see if you can find me baby if you dare ;p
Re: [Sub] Pathfinding [Re: SandGroper] #36295
04/26/05 22:39
04/26/05 22:39
Joined: Nov 2003
Posts: 1,257
Wade_Adams Offline OP
Serious User
Wade_Adams  Offline OP
Serious User

Joined: Nov 2003
Posts: 1,257
Well I am trying to creep back into 3DGS. Hopefully I can get a look at part 3 and figure out what's going on with it. I am almost positive the bug is in how I am storing the data I will keep everyone posted.


Optimism is an occupational hazard of programming: feedback is the treament.
Kent Beck
Re: [Sub] Pathfinding [Re: William] #36296
05/05/05 05:15
05/05/05 05:15
Joined: Mar 2005
Posts: 59
W
william_123 Offline
Junior Member
william_123  Offline
Junior Member
W

Joined: Mar 2005
Posts: 59
Part 1 and part 2 both looks very good, can't wait to see part 3.

Re: [Sub] Pathfinding Part 3 [Re: william_123] #36297
05/14/05 00:13
05/14/05 00:13
Joined: Nov 2003
Posts: 1,257
Wade_Adams Offline OP
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Wade_Adams  Offline OP
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Joined: Nov 2003
Posts: 1,257
It isn't a tutorial yet, but check the code and let me know what you think.

http://home.comcast.net/~wadams73/Pathfinding3.zip


Optimism is an occupational hazard of programming: feedback is the treament.
Kent Beck
Re: [Sub] Pathfinding Part 3 [Re: Wade_Adams] #36298
05/29/05 02:12
05/29/05 02:12
Joined: Nov 2003
Posts: 1,257
Wade_Adams Offline OP
Serious User
Wade_Adams  Offline OP
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Joined: Nov 2003
Posts: 1,257
well it seems my script works along as you don't have any dead ends in the path, but it seem to frequently seems to pick the longest path which is not good. I am going to have to tweak the algorithm to guess better which path is best. I will also I to be a bit more elaborate with which edges have been checked already because as of now the ai will always check down edge one and if a path exist down edge one then that is the one it will take even if the path is bad. So, what I think I will do is search the edges and use bitwise operations to pull which edges have been visited yet.


Optimism is an occupational hazard of programming: feedback is the treament.
Kent Beck
Re: [Sub] Pathfinding Part 3 [Re: Wade_Adams] #36299
05/29/05 15:18
05/29/05 15:18
Joined: Nov 2003
Posts: 1,257
Wade_Adams Offline OP
Serious User
Wade_Adams  Offline OP
Serious User

Joined: Nov 2003
Posts: 1,257
Well, I made the above changes, and they seem to work well I will test them futher with a move complicated level. If any one want to give some feedback so far it is welcome. ALso space bar currently toggles the camera from player to the enemy AI. If all goes well, I will develop a tutorial level and the tutorial soon. Again, sorry for the delay on this... I hate to promise something and not deliver; so, hopefully I can correct that soon.


Optimism is an occupational hazard of programming: feedback is the treament.
Kent Beck
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