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Re: navmesh/pathfinding plugin [Re: Wjbender] #398829
04/07/12 09:39
04/07/12 09:39
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
Expert
Rei_Ayanami  Offline
Expert

Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
looks good @ 400fps wink

Re: navmesh/pathfinding plugin [Re: Rei_Ayanami] #398832
04/07/12 11:08
04/07/12 11:08
Joined: Feb 2010
Posts: 886
Random Offline
User
Random  Offline
User

Joined: Feb 2010
Posts: 886
400 fps?!
What kind of computer do you have?
Mr. unbelivible XT 4000?? grin



Re: navmesh/pathfinding plugin [Re: Random] #398834
04/07/12 11:26
04/07/12 11:26
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline
Serious User
Widi  Offline
Serious User

Joined: Aug 2007
Posts: 1,922
Schweiz
works fine (512 fps)
good work

Re: navmesh/pathfinding plugin [Re: Widi] #398895
04/08/12 16:01
04/08/12 16:01
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
Hi,
i needed to put a wait into create_solid_debug_mesh() , otherwise I got a script error E1513

debug_mesh = ent_create(CUBE_MDL, 0, 0);
wait(1); // added this

it works, goes up to 128 fps in windowed mode on my old pc, after a few seconds at startup with low fps.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: navmesh/pathfinding plugin [Re: sivan] #398896
04/08/12 16:26
04/08/12 16:26
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline OP
User
Wjbender  Offline OP
User
W

Joined: Mar 2012
Posts: 927
cyberspace
the next update will hopefully address some issues ,i have found one myself
lately that needs correction ,but in anyway so far it seems the plugin itself
has no bug yet hopefully ,more lite-c coding faults ,by the way if you need
higher fps then simply only use debug_create_solid_mesh instead of the
lines and border ones since they are resource hungry thats why i added
the solid mesh function since meshes get handled nice by engine and it does not
need to be drawn by us every frame ,engine handles that..
also a frame rate eater is the current demo version of the aibot ,it
generates a path every frame ! i have already corrected that in the newer one
which generates a path only when needed but my next update will take time
because i am adding more than usual..

a error in draw_debug_border i found lately
VECTOR *p;
needs to be
VECTOR p;


Last edited by Wjbender; 04/08/12 16:31.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #398915
04/08/12 19:36
04/08/12 19:36
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline OP
User
Wjbender  Offline OP
User
W

Joined: Mar 2012
Posts: 927
cyberspace
a new demo was uploaded
-----------------------
i tried to improve the demo's performance especialy the debug draw functions
and the bot's pathfinding demo functions ..
my next demo will have much more featers as i am busy working on the plugin
its going a bit slow because i want to make sure im not building code
ontop off bugs ,so far it seems that the recent bug's came from the demo
code itself and not the plugin this is because im not as good with gamestudio
as i need to be but my c++ is gooood ,i have alot of updating to do to get source to the new recast version...


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #398917
04/08/12 20:41
04/08/12 20:41
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Damn.. it still doesn't work for me frown
Same problems as before... Here are some screens:
Quote:






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Re: navmesh/pathfinding plugin [Re: 3run] #398919
04/08/12 20:50
04/08/12 20:50
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline OP
User
Wjbender  Offline OP
User
W

Joined: Mar 2012
Posts: 927
cyberspace
have you try this? this is what i thought the problem is
-----------------
find your sed.exe shortcut
right click
goto properties
goto compatibility
check run this program in compatibility mode for:
select windows xp sp3

on mine i also have checked disable visual themes and disable desktop composition and run this program as an administrator
but i have win 7

what you have?
o yes also restart your pc after applying the new property's
or it wont take effect

i achieve the same problems as your screenshots when my properties are not set this way

Last edited by Wjbender; 04/08/12 20:52.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #398927
04/08/12 21:24
04/08/12 21:24
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
I launched this with my Windows XP sp3, same I tried to launch it with Win7 and I got same results frown


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Re: navmesh/pathfinding plugin [Re: 3run] #398929
04/08/12 21:41
04/08/12 21:41
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline OP
User
Wjbender  Offline OP
User
W

Joined: Mar 2012
Posts: 927
cyberspace
i will then have to go through my plugin code ,has to be a bug in the
polygon/triangles functions or something im missing with the mesh creation code
..will not give up untill i have found the problem here its unacceptable to me
!! 3run you could still remark the 3 debug draw functions in main.c and look at the demo
if you realy want to but i know thats besides the point ,to tired to
work on this now but will start tommorow


Compulsive compiler
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