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Re: navmesh/pathfinding plugin [Re: Wjbender] #401170
05/14/12 20:01
05/14/12 20:01
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Wjbender Offline OP
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So far the worker thread for building the navmesh works wonderfull
i have seen no impact on gamestudio except for creation of the debugmesh
which is not threaded... Have a working build status function which
gets called from the thread with its result(it calls a script function)..
The build thread handles the whole mesh instead of a single thread per tile
(could perhaps do a thread per tile in case of the tiledmesh but not going to now)
I am going to try and handle pathfing and agents on threads aswell which
should help out with performance since gamestudio would not feel
the algorithms impact ..


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #401488
05/20/12 18:36
05/20/12 18:36
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Wjbender Offline OP
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just taking some time away from this ,had a very bad dental situation
and just cant bare it infront of my pc in the cold nights long enough
to continue yet...


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #401491
05/20/12 18:40
05/20/12 18:40
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Wjbender Offline OP
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just taking some time away from this ,had a very bad dental situation
and just cant bare it infront of my pc in the cold nights long enough
to continue yet...


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #402302
06/02/12 11:17
06/02/12 11:17
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Wjbender Offline OP
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it wont be very long until i release the first official version ....


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #402316
06/02/12 14:44
06/02/12 14:44
Joined: May 2009
Posts: 5,370
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3run Offline
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3run  Offline
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I'm waiting for this mate! laugh This will perfectly fit my current small project! laugh


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Re: navmesh/pathfinding plugin [Re: 3run] #402318
06/02/12 15:01
06/02/12 15:01
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Wjbender Offline OP
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I cant pin the time frame down for sure becouse everytime i think
its okay for release i decide to add another few things .. But it wil surely come


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #402320
06/02/12 15:09
06/02/12 15:09
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3run Offline
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nice mate, keep this up! laugh


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Re: navmesh/pathfinding plugin [Re: 3run] #402718
06/09/12 16:54
06/09/12 16:54
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Wjbender Offline OP
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I know this is becoming annoying replying like this and having
not uploaded the first release but had some new ideas to improve
on the avoidance system and some other stuff... The improvement on avoidance
i was thinking to let user activate deactivate avoidance when agents gets into
a certain range of eachother like a sleep state only to be used when agents
are in a proximity of collision should be a great feature


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Re: navmesh/pathfinding plugin [Re: Wjbender] #402931
06/12/12 08:21
06/12/12 08:21
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Posts: 3,150
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sivan Offline
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don't panic I'm also in the same shoe, new ideas needs time laugh

have you finally succeeded with terrain mesh?


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Re: navmesh/pathfinding plugin [Re: sivan] #403367
06/18/12 20:19
06/18/12 20:19
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Wjbender Offline OP
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No i havent gone into coding the reading of mesh data yet but i can say
that i have pushed collision avoidance speed up by realising a simple mistake
i made in my old demo where i ran the crowd update for every agent instead
of a single run for all agents .just by correcting that alone i pushed up agents
to 50 and ran at 512fps on my pc .this is without any improvement ideas i had...this
was also what caused agents to speed up their movement when adding new ones in the demo...
Please note i have not uploaded /changed anything in the current dowloadable demos
there are many changes i made and all wil be uploaded when im done so yeah
Its going to be a wait but hopefully worth it ...


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