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Re: navmesh/pathfinding plugin
[Re: sivan]
#403459
06/20/12 15:08
06/20/12 15:08
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Wjbender
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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 .
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Re: navmesh/pathfinding plugin
[Re: Wjbender]
#403494
06/21/12 11:29
06/21/12 11:29
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Wjbender
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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.
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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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Wjbender
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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.
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Re: navmesh/pathfinding plugin
[Re: Wjbender]
#403588
06/22/12 12:29
06/22/12 12:29
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Wjbender
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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.
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Re: navmesh/pathfinding plugin
[Re: Wjbender]
#403717
06/25/12 12:57
06/25/12 12:57
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Wjbender
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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!
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Re: navmesh/pathfinding plugin
[Re: Rei_Ayanami]
#403727
06/25/12 14:44
06/25/12 14:44
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Wjbender
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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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