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Re: navmesh/pathfinding plugin [Re: 3run] #397989
03/26/12 09:33
03/26/12 09:33
Joined: Mar 2012
Posts: 927
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Wjbender Offline OP
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Wjbender  Offline OP
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uhm.. it appears that i have removed a wait() by mistake

Code:
//inside aibot.c line 106
		case follow_target_entity:
		{
			wait(1);//<-missing



if someone would be so kind as to confirm this please?
@3run thank you ,@sivan i think that's the closest to
a complement i ever received here.
@ch40zzcod3r thanks dude.
and also main.c: mybuild.navtype =navsimple;
to mybuild.navtype =navtiled; i think my values were set up for tiled .make sure its not loading 2 copys of the plugin

Last edited by Wjbender; 03/26/12 12:54.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #398165
03/28/12 20:54
03/28/12 20:54
Joined: Mar 2012
Posts: 927
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Wjbender Offline OP
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theres a new small update
download link will be up on page 1 from now on..

a few changes were made
theres a new debug draw function now to
visualize the navmesh and paths they are
stil under developement but working..


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: 3run] #398186
03/29/12 07:54
03/29/12 07:54
Joined: May 2009
Posts: 5,370
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3run Offline
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3run  Offline
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It works smoother then previous one laugh Looks great, man don't stop this project!!


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Support me on: https://boosty.to/3rung
Re: navmesh/pathfinding plugin [Re: 3run] #398189
03/29/12 08:15
03/29/12 08:15
Joined: Mar 2011
Posts: 3,150
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sivan Offline
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I'm really interested in your updates, but I can start to test your work probably only from next week or after, I have no time at all now... frown


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Re: navmesh/pathfinding plugin [Re: 3run] #398217
03/29/12 17:10
03/29/12 17:10
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Wjbender Offline OP
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Thanks 3run and sivan , gonna install a8 full trial again so i can get back on top this thing.im going to create a mesh from the navmesh to display for debug mode so shaders textures etc can be placed to enhance the look and best of all engine will handle that


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #398453
04/02/12 10:23
04/02/12 10:23
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Wjbender Offline OP
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oh man! now that i have a8 up i see the controller was fubar!!
i have uploaded the fixed version..will continue to develope now


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #398524
04/03/12 12:42
04/03/12 12:42
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Wjbender Offline OP
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current c++ source uploaded
its not yet in a acceptable format/version but its there for you
to grab and do whatever you want..


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Re: navmesh/pathfinding plugin [Re: Wjbender] #398532
04/03/12 15:16
04/03/12 15:16
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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I always had some sort of navmesh'ing at some place on my never ending todo-list and also had an eye on the Recast project, so, I am very keen on your project.

Your demo could be even cooler if you would let the user select a MDL and click with the right button to place a guard and with the left button to let the guard walk to the clicked position. This could teach people how to invoke navigation-starts and how to determine the nearest position on a nav mesh from a 3d point in space (or if it is not on the nav mesh).

What I would find interesting is how to save a navmesh and re-use the saved file and if it could be loaded from a buffer (e.g. so that it can be contained in a WRS).

If you could provide a navmesh generation process that takes a wmb with the data of static meshes, models and flags like passable or invisible or so as source, this could become quiet handy!

Last edited by HeelX; 04/03/12 15:17.
Re: navmesh/pathfinding plugin [Re: HeelX] #398542
04/03/12 18:14
04/03/12 18:14
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Wjbender Offline OP
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Originally Posted By: HeelX
Your demo could be even cooler if you would let the user select a MDL and click with the right button to place a guard and with the left button to let the guard walk to the clicked position. This could teach people how to invoke navigation-starts and how to determine the nearest position on a nav mesh from a 3d point in space (or if it is not on the nav mesh).

What I would find interesting is how to save a navmesh and re-use the saved file and if it could be loaded from a buffer (e.g. so that it can be contained in a WRS).

If you could provide a navmesh generation process that takes a wmb with the data of static meshes, models and flags like passable or invisible or so as source, this could become quiet handy!


i was thinking in heading into a point and click scheme like rts games
for the demo but as of this moment for me to progress any further i had
to get up some sort of visual confirmation of the navmesh.
so currently im working on a few debug drawing features,one
of them is to create a visual mesh from the navmesh instead
of just lines and points wich just really takes away
recources, but the mesh would be like any other entity mesh handled
nicely by the engine..
also i remember mikko have created code for this specific need of
finding a point in the navmesh area to spawn whatever needs to be
spawned on the navmesh.

i started out with the idea in mind to directly create the navmesh
from wmb files but at this moment my abilitys/knowledge with gs
is not up to standard yet so i came up with an altarnative solution
im going to add a function that enables people to feed triangles and
vertices into the builder so that it will be limited only to what gs/user
gives acces to,and then just to build on that function for wmb/whatever
support in the future.also another point i just thought about is
to add a build in editor to let users select triangles of meshes
onscreen and to export them to a file wich could be loaded into
the builder again ..

now as for the saving of navmeshes i was leaning towards saving
the already build navmesh data and then loading/parsing it back
into the builder but bypassing unnecesory steps although i have not
looked into it yet im still open to what ideas may come up when
i have reached an improved/functional version,there are so many
things that could change at this stage that i cannot work on
an idea of saving/loading navmeshes(or adding documentation)
but i do think i remember i read somewhere that recast does
not support serializing at the moment.
so yes this is a very intresting point.


Last edited by Wjbender; 04/03/12 18:24.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #398572
04/04/12 09:11
04/04/12 09:11
Joined: Mar 2011
Posts: 3,150
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sivan Offline
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sivan  Offline
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visualization of a pathfinder is really the best chioce laugh I'm also working on a different pathfinder, and I started with implementing visual representation of all the processes, because I'm coding with a lot of errors... frown but in this way debugging/optimization is much easier.


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