|
Re: navmesh/pathfinding plugin
[Re: 3run]
#400652
05/05/12 16:04
05/05/12 16:04
|
Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
OP
User
|
OP
User
Joined: Mar 2012
Posts: 927
cyberspace
|
Thanks this is the problem im facing and again it happens sometimes and other times it doesnt i thought i had it working when i ran the demo a couple of times without problem and it stil works without a problem but im not running in compatibility mode .im not sure yet why this happens its the same problem preventing me from adding models to blocks now also ,wil have to take this code step by step until i find my mistake
Compulsive compiler
|
|
|
Re: navmesh/pathfinding plugin
[Re: 3run]
#400660
05/05/12 18:06
05/05/12 18:06
|
Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
OP
User
|
OP
User
Joined: Mar 2012
Posts: 927
cyberspace
|
Just to be sure,its the blocks demo i uploaded and not previous yes?
Compulsive compiler
|
|
|
Re: navmesh/pathfinding plugin
[Re: Wjbender]
#400661
05/05/12 18:44
05/05/12 18:44
|
Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
OP
User
|
OP
User
Joined: Mar 2012
Posts: 927
cyberspace
|
blocks and models to navmesh -fixed thanks 3run ,i found my mistake in plugin ,remembered remarking a line of code late last night and i completely forgot about it , everything works fine now.
Compulsive compiler
|
|
|
Re: navmesh/pathfinding plugin
[Re: Wjbender]
#400666
05/05/12 19:28
05/05/12 19:28
|
Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
|
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
|
Great man, it works now I'm amazed! Just one thing is unclear for me, may be it just should work this way, I don't know: As you see from pictures, drawn path is not going properly up on slopes. May be this should work like this I don't know mate, I just tried to help
|
|
|
Re: navmesh/pathfinding plugin
[Re: 3run]
#400667
05/05/12 19:55
05/05/12 19:55
|
Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
OP
User
|
OP
User
Joined: Mar 2012
Posts: 927
cyberspace
|
Feel free to mention things like this i myself like to be as perfect with everything i do as much as i can and are very judgemental on my own stuff ,i have seen this and it could be a result of the build values or more likely a straight trace to the target instead of pathfinding through every polygon ,could also be with filter costs ,wil check this out and perhaps ask mikko and the other guys for some help if i cant find it myself . Thanks man ,i worked realy hard on this up to now even though it seems basic to me yet ,not alot of sleep so there could be perhaps more little problems along the way only usage and time wil reveal
Compulsive compiler
|
|
|
Re: navmesh/pathfinding plugin
[Re: 3run]
#400852
05/08/12 19:43
05/08/12 19:43
|
Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
OP
User
|
OP
User
Joined: Mar 2012
Posts: 927
cyberspace
|
I have looked a bit into that what you have mentioned and this happens in the recast tool aswell .it seems to be the result of the current pathfind function implimented which is called straightpath ,in case of a partial path found it sets the last point to the closest point found on the last polygon and i have done some tests ,it only adds other points between the last point and previous if theres a reason to alter the direction ,theres also two other path finding functions i have not implimented yet one of which uses steering .. Currently i have altered the plugon as to alow for rebuilding navmesh which wil allow loading new levels and build theire navmesh obviously
Compulsive compiler
|
|
|
Re: navmesh/pathfinding plugin
[Re: Wjbender]
#400968
05/10/12 15:01
05/10/12 15:01
|
Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
OP
User
|
OP
User
Joined: Mar 2012
Posts: 927
cyberspace
|
I have just finished rewriting debug drawn functions to support the tiledmesh ,everything working great so far .. Next up wil be the dynamic features of the tiledmesh
Compulsive compiler
|
|
|
Re: navmesh/pathfinding plugin
[Re: Wjbender]
#401047
05/12/12 09:15
05/12/12 09:15
|
Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
OP
User
|
OP
User
Joined: Mar 2012
Posts: 927
cyberspace
|
Now experimenting with threads .navmesh gets build on a seperate thread so no freeze or lockup while it builds and ofcourse its faster this way just a matter of setting a progresion status so i can impliment a progres bar update and waitstate before executing bots/pathfinding/debugmesh
Compulsive compiler
|
|
|
|