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Re: navmesh/pathfinding plugin [Re: 3run] #403455
06/20/12 14:03
06/20/12 14:03
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
it seems to be okay also for an action-strategy where group of agents are fighting (like Company of Heroes, but that applies a tile based hierarchical pathfinder, which heavily inspired my pathfinder)


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: navmesh/pathfinding plugin [Re: sivan] #403459
06/20/12 15:08
06/20/12 15:08
Joined: Mar 2012
Posts: 927
cyberspace
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Wjbender Offline OP
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Wjbender  Offline OP
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Coh was so well done i loved it ,but those guys just totaly
screwed up with the german team in my opinion ,if i had to go multiplayer
i would love to play head to head with same teams like 2 usa teams
battling it out but that damned german team i just hate what they did to it
because i would have loved playing german team.. Your pathfinder
should stil be king of the hill here i think as what you did there
all on your own is so cool just cant compare with that yet.
I think each project would find its uses among people who need it
and ofcourse i havent seen intensex yet but thats another usefull
project around .


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #403494
06/21/12 11:29
06/21/12 11:29
Joined: Mar 2012
Posts: 927
cyberspace
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Wjbender Offline OP
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Wjbender  Offline OP
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uploaded as requested
IM NOT DONE its not the release version
you will see that not all code for agents are there yet like
the facing angle etc....
In avoid.c line 50 add agent.. The second parameter
determines quality 0 to 3 .0 being lowest and 3
highest. Forgot to mention dont go past 250 agents
i have limited random points to 300 in plugin to force
this just a sample.thread needs management before it wil
be stable yip more work ,theres also bug fixes and new code
I have to get from the recast repositry and

Last edited by Wjbender; 06/21/12 14:24.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #403513
06/21/12 14:52
06/21/12 14:52
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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I got some strange stuck problems.. Some of bots just don't move.

Plus, I've found out that setting "fps_max" to "60" (that what I always do) bots movement starts jerking.


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Re: navmesh/pathfinding plugin [Re: 3run] #403529
06/21/12 16:24
06/21/12 16:24
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Posts: 927
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Wjbender Offline OP
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You can try the following if you set fps max to 60..
In the main.c line 150 where the wait(5) change to wait(1)
Theres a counter in avoid.c bot script at line 61 change
800 to 10 this counter changes the target when it reaches 800
because not all bots can get into a distance of less than 5 because
they cant walk through eachother when they have the same target point
so with 60fps the counter takes long to reach 800. Set wait(5) at line
92 in avoid.c to wait(1) .. All of this will affect how well
it copes with more agents because gamestudio updates faster
it may slow down perfomance ..you can also edit the level and use a larger
Ground area for better space and spawning. If wait 1
Doesnt do try wait 2 etc
theres no thread management
so a small wait might create to much threads
like i said have to find a nice way for thread execution instead of
creating threads over and over a single looped thread or such
has to be coded..


Last edited by Wjbender; 06/21/12 16:41.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #403588
06/22/12 12:29
06/22/12 12:29
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Posts: 927
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Wjbender Offline OP
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Okay i think i found something stable by using a looped
thread and fps_max set to 60, i handled 400 agents all
with normal wait 1 in theire loops at 60fps average. With
fps_min at 60 and 50 agents a stable 512fps .this is not bad
only thing is the thread wil be started and then stopped explicitly
by user code and cant be placed in a scripted loop since
its internally looped already .its very stable no problems in my opion
with the little testing i have done so far.
Edit... Yip i think a looped thread does it good by just
drawing points alone instead of models i have it stable
up to 900 agents active at 512 fps so its a sure thing
its going to come down to graphics /frame/code management

Last edited by Wjbender; 06/22/12 12:54.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #403717
06/25/12 12:57
06/25/12 12:57
Joined: Mar 2012
Posts: 927
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Wjbender Offline OP
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i dont know to whom im speaking to here anyway but for those
intrested i hav updated the demo since i felt bad uploading
the previouse demo in a state where i was stil busy testing and
it was unstable because of not having layd down a proper thread yet
.. so this one has now a looped thread and facing direction,
but theres stil ALOT to be done ,i hope it's better for testing
than the previous (i felt so bad about putting up there)..

if this is better or worse i would love to know YES nagging and complaints are
welcome ,theres a bit of a sticky situation i havent given much
thought yet and thats how to use the velocity as a animate speed or
perhaps i would have to code something diffrent ,any ideas are very welcome!


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #403718
06/25/12 13:08
06/25/12 13:08
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Posts: 5,370
Caucasus
It's much better mate! laugh But there are still some bots which are not moving at all, they just stand in one place and rotate around. And moving speed is too hight mate, make a smaller level, add some corridors, add more obstacles but keep the same number of bots, so they will move around and avoid obstacles, each other and use pathfinding as well. And keep this up man! Don't give up pls!


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Re: navmesh/pathfinding plugin [Re: 3run] #403720
06/25/12 14:03
06/25/12 14:03
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Posts: 3,207
Germany, Magdeburg
I am not sure if the demo behaves unusual or I just did not understand it:

Most of the time most of the entities(guards) are not moving, but animaing on one position. -> Their bounding-boxes seem to collide most of time.
If they move, then their movement is really really fast.

A8.32.0b (Latest A8 private beta)

Re: navmesh/pathfinding plugin [Re: Rei_Ayanami] #403727
06/25/12 14:44
06/25/12 14:44
Joined: Mar 2012
Posts: 927
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Wjbender Offline OP
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Wjbender  Offline OP
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Thanks but this confuses me now,on my pc everything works
correct .theres no bounding boxes theire passable entities
controlled by collision avoiding crowd code, all i can
think is that petformance differs very much on your pc's
theres a update crowd in main.c with a update speed 2*time_step
you might want to adjust that update speed .and for
the non moving agents i also dont grasp it because they suppose
to change theire target position as soon as the counter reaches 800
Or they are closer than 5 quants to the target . Only thing i can think of is the
counter takes a long time to reach 800 on yout pc's.this is in avoid.c .on line 52
Add agent ,the 4th and 5th paremeters are max acceleration and max speed
respectively for anyone who would like to see if it needs adjustment.
I dont get it i limited fps max and used fps min


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