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Re: Tpathfinding ----just another pathfinding plugin [Re: tzw] #381836
09/01/11 16:33
09/01/11 16:33
Joined: Aug 2005
Posts: 14
Bayreuth, Germany
S
swerning Offline
Newbie
swerning  Offline
Newbie
S

Joined: Aug 2005
Posts: 14
Bayreuth, Germany
Thanks a lot for this very useful plugin, the demo works like a charm and the system is quite easy to implement (I think :)).

Just one question: is it possible to use multiple PathFinder*s at the same time (e.g. to have an enemy chase the player)?
I tried to quickly adapt the demo script (cf. http://pixellation.de/demo_enemy.c) by duplicating and modifying the player script using a second Pathfinder* called enemy_finder. However, I get an error saying Script crash in aEnemy: SYS when I try it; the regular player script is still working.

Probably I made another mistake but I just wanted to check briefly if it's possible in the first place to use multiple pathfinders.

Thanks a lot in advance and have a nice birthday,

Stefan

Re: Tpathfinding ----just another pathfinding plugin [Re: swerning] #381873
09/01/11 23:58
09/01/11 23:58
Joined: Jan 2011
Posts: 122
GUILIN , CHINA
tzw Offline OP
Member
tzw  Offline OP
Member

Joined: Jan 2011
Posts: 122
GUILIN , CHINA
hello!!
well the tpf_NextPos is not the native function in my plugin but a optinal function . it's defined in "tpf_extra.c".

if you look into the function you will see this function shall combine a ENTITY pf_obj->ent.

the tpf_NextPos's Algorithm is that this function use thepf_obj->ent' postion to check if the entity is enough closed to the first node in the path ,if yes then remove the first node. then check if the entity is enough closed the new first node ( the post second node) and so on............

so obviously for use this optional function , you should bind a entiy to the pathfinder first.
for example:
enemy_finder.ent =me;

hope you think my plugin is a bit useful....

best regards tang ziwen


Full of my eyes are class struggles.....
Re: Tpathfinding ----just another pathfinding plugin [Re: tzw] #382021
09/03/11 12:01
09/03/11 12:01
Joined: Aug 2005
Posts: 14
Bayreuth, Germany
S
swerning Offline
Newbie
swerning  Offline
Newbie
S

Joined: Aug 2005
Posts: 14
Bayreuth, Germany
Hi,
that's very good to know, thanks! I'll look into the script again and see if I can get it to work like that.
All in all, I think the plugin works really well and (at least for me) has been the easiest and most stable way to implement pathfinding that I found on the forum so far.

Re: Tpathfinding ----just another pathfinding plugin [Re: swerning] #382024
09/03/11 12:23
09/03/11 12:23
Joined: Jan 2011
Posts: 122
GUILIN , CHINA
tzw Offline OP
Member
tzw  Offline OP
Member

Joined: Jan 2011
Posts: 122
GUILIN , CHINA
thanks,
by the way if you download the ver 0.03, it already include a very (maybe very very .....)simple sample for showing how to let some guys chase the player......


Full of my eyes are class struggles.....
Tpathfinding v0.04 out-more flexible & performance [Re: tzw] #382096
09/04/11 14:18
09/04/11 14:18
Joined: Jan 2011
Posts: 122
GUILIN , CHINA
tzw Offline OP
Member
tzw  Offline OP
Member

Joined: Jan 2011
Posts: 122
GUILIN , CHINA
now you will get 0.04 version.
the new version can let your control the pathfinding more deeply and wisely and speed up your pathfinding noticeable in a large map or huge number of waypoints.(though the pathfinding is already very fast....)

http://www.mediafire.com/?3kggr5katp3gmad


Full of my eyes are class struggles.....
Re: Tpathfinding v0.04 out-more flexible & performance [Re: tzw] #382456
09/08/11 14:37
09/08/11 14:37
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline
User
snake67  Offline
User

Joined: Sep 2003
Posts: 648
Switzerland
Hi tzw

Great plugin, thanks a lot! I tested it in my project where i had an own pathfinding allready. Since i got a big lag with my routine i am glad to get yours. It works very well and fast.

Re: Tpathfinding v0.04 out-more flexible & performance [Re: snake67] #382526
09/09/11 01:42
09/09/11 01:42
Joined: Jan 2011
Posts: 122
GUILIN , CHINA
tzw Offline OP
Member
tzw  Offline OP
Member

Joined: Jan 2011
Posts: 122
GUILIN , CHINA
thanks for your kind words.
after my college' military trainning , i'll make a full manual for the plugin.(the current one is 2 simple )


Full of my eyes are class struggles.....
Re: Tpathfinding v0.04 out-more flexible & performance [Re: tzw] #382530
09/09/11 02:45
09/09/11 02:45
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline
User
snake67  Offline
User

Joined: Sep 2003
Posts: 648
Switzerland
Hi

Great. I tested your pathfinding in a level with platforms and recognized some problems. Do you use a trace to determine a free way to a waypoint? If yes, do you use USE_BOX? And it would be great to be able to mark waypoints on platforms - f.e. with a flag - to help the pathfinding using them in a different way. So it would be possible to handle stairs and platforms. Btw stairs with walls on both sides work great.

Re: Tpathfinding v0.04 out-more flexible & performance [Re: snake67] #382532
09/09/11 03:06
09/09/11 03:06
Joined: Jan 2011
Posts: 122
GUILIN , CHINA
tzw Offline OP
Member
tzw  Offline OP
Member

Joined: Jan 2011
Posts: 122
GUILIN , CHINA
yes .
nope, from the manual , we can see "speed: Slow (especially with USE_BOX) "., so you should place the waypoint wisely(in my next version help document , i'll give you some hints ).

emm..............it's a very useful feature. i will add this (or use a sample to show a workaround). but do not ask me when. laugh


Full of my eyes are class struggles.....
Re: Tpathfinding v0.04 out-more flexible & performance [Re: tzw] #382574
09/09/11 14:54
09/09/11 14:54
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
Serious User
darkinferno  Offline
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
My wish would be that you maintain an A7 version also but i understand why you wouldnt want to, plus i dont know how many other users would use it, i for one would use it though !

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