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Re: navmesh/pathfinding plugin [Re: Wjbender] #403381
06/19/12 06:51
06/19/12 06:51
Joined: May 2009
Posts: 5,370
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3run Offline
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3run  Offline
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Great to hear Wjbender, you are doing a great job! Keep up!


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Re: navmesh/pathfinding plugin [Re: 3run] #403386
06/19/12 08:39
06/19/12 08:39
Joined: Mar 2011
Posts: 3,150
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sivan Offline
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sivan  Offline
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50 agents at 512 fps in that sample level is amazing!


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Re: navmesh/pathfinding plugin [Re: sivan] #403395
06/19/12 11:00
06/19/12 11:00
Joined: Mar 2012
Posts: 927
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Wjbender Offline OP
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Wjbender  Offline OP
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With a single threaded call i have now succesfully pushed it to 170
At 512fps but i have 4cored intel cpu so stil more experementing to do
before i find a good workflow for threaded agents.
Edit..just to clarify a bit im just drawing points for
each agent ,as soon as models gets used that fps are
going to drop drasticly becouse of graphics but agents
and their algorithms are very performing great

Last edited by Wjbender; 06/19/12 11:36.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #403396
06/19/12 11:53
06/19/12 11:53
Joined: Mar 2011
Posts: 3,150
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sivan Offline
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it's okay, speed heavily depends on the actual graphics configuration, details, quality etc. but your search sounds quite effective. and for evaluation, when you push F11 you can clearly see how much time is needed for rendering and for functions.


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Re: navmesh/pathfinding plugin [Re: sivan] #403442
06/20/12 11:46
06/20/12 11:46
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Wjbender Offline OP
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240 entities all visible 250 functions .around 1.7 fnc ms-frame.
All 240 entites are animated collision avoiding /navmesh bound/steering behaviour/path managed
agents on a single update thread with time_smooth and 5 frames wait
between updates i got 220fps on min... Seems cool to me.
Ofcourse a coder would pick a max of agents that could all be on screen
running in realtime to manage performance . As soon as one gets killed
There will be space to add one again ,done like that the number
of agents per a shooter game level should be endless..
.without models 512fps gamestudio totaly uneffected
Edit.cool just got it i to 410fps at min .has to be rememberd
that this is uncomplicated code im testing with

Last edited by Wjbender; 06/20/12 12:47.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #403446
06/20/12 13:16
06/20/12 13:16
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Wjbender Offline OP
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Haha oh man insane!! 499 agents with models at 200fps min and about 300fps max.gotta make
up my mind. Im going to make the maximum a choice for
the coder .my fps with 800 agents arent bad but my cpu
Is a bit hogged up at 800 so im not going to test its limit more than that
im satisfied with it...

Last edited by Wjbender; 06/20/12 13:31.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #403447
06/20/12 13:17
06/20/12 13:17
Joined: May 2009
Posts: 5,370
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3run Offline
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upload the demo to give it a try please! grin this sounds so perfect!!


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Re: navmesh/pathfinding plugin [Re: 3run] #403449
06/20/12 13:35
06/20/12 13:35
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Wjbender Offline OP
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3run it will come but im sorry at this stage im changing dll code and compiling to find
my numbers ,and to top it my data im using for internet wont make it .
No worrys after im satisfied at the total results i shall upload


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #403451
06/20/12 13:46
06/20/12 13:46
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Posts: 5,370
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3run Offline
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I'm waiting mate :>


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Re: navmesh/pathfinding plugin [Re: 3run] #403453
06/20/12 14:00
06/20/12 14:00
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Wjbender Offline OP
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as can be seen here 800 agents are a bit out of controll ,the code
i used for testing have alot af agents wandering to the same random position
on the navmesh so theres a couple of group ups and as im also
spawning without checking if the space is empty i have a couple intersecting
eachother as shown by the white polygon ,i have enlarged the debug
info on the image so people can see it ..(im not cheating here as will be
seen when i release/upload).. this is all i can show for now..sorry bout that


Compulsive compiler
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