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Re: navmesh/pathfinding plugin [Re: Wjbender] #409323
10/15/12 16:34
10/15/12 16:34
Joined: May 2009
Posts: 5,370
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3run Offline
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3run  Offline
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Wjbender@ any news?? Is it dead?? frown


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Re: navmesh/pathfinding plugin [Re: 3run] #409482
10/18/12 07:45
10/18/12 07:45
Joined: Mar 2012
Posts: 927
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Wjbender Offline OP
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Wjbender  Offline OP
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More asleep than dead i was in a bit of a " giving up on coding" situation but seems like i cant get myself to walk away from coding as a whole ..somehow my rehab did not work and im back into it head first..joking about rehab offcourse ..so at this very moment i am working on a project for the aum competition ..after that i shall get back to my other projecrs naming navmesh plugin and opensteer plugin..


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #409490
10/18/12 09:32
10/18/12 09:32
Joined: Mar 2011
Posts: 3,150
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sivan Offline
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good luck for that competition!

I hope you will succeed with OpenSteer, it would be really a killer plugin!

my main problem with Recast that it cannot handle dynamically changing environment. am I right? so if some buildings are destroyed, it should be rebuilt again which is not really possible runtime in a game...


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Re: navmesh/pathfinding plugin [Re: Wjbender] #409491
10/18/12 09:32
10/18/12 09:32
Joined: May 2009
Posts: 5,370
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3run Offline
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Thank you man! I'll be waiting for new updates laugh


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Re: navmesh/pathfinding plugin [Re: 3run] #409498
10/18/12 12:15
10/18/12 12:15
Joined: Feb 2010
Posts: 886
Random Offline
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Random  Offline
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Posts: 886
This plugin is great!
Thanks to your plugin I can translate my "avoiding system" to a take cover system, without killing to much FPS grin
I am looking forward to show my cover-system (as soon as it works proper).



Re: navmesh/pathfinding plugin [Re: sivan] #409538
10/18/12 21:17
10/18/12 21:17
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Wjbender Offline OP
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@sivan it does support dynamic functionality i have not added it yet but to give an example in a dynamicly changing situation one would only rebuild the area that changed by using a bounding box to choose the rebuild area which can acrualy be fast enough for such needs but more on that later.... @3run thanx for suppord buddy ..@random sound cool i would love to see it in action......ps im wishing to atleast win a prize this time around hehe


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #411114
11/13/12 11:07
11/13/12 11:07
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Wjbender Offline OP
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Okay i have a solution for hmp i will use hmp sdk rather
to read the triangles vertices indices....


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #411116
11/13/12 11:13
11/13/12 11:13
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sivan Offline
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sivan  Offline
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wow cooooool!


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Re: navmesh/pathfinding plugin [Re: sivan] #411128
11/13/12 13:57
11/13/12 13:57
Joined: May 2009
Posts: 5,370
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3run Offline
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nice! waiting for new version laugh


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Re: navmesh/pathfinding plugin [Re: 3run] #411894
11/20/12 22:45
11/20/12 22:45
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Wjbender Offline OP
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fixed rotation/scale/translation for navmesh from entities

getting rid of the ugly lite-c building code

building navmeshes directly from multiple entities with 3 easy functions to call before build
example of this :
Code:
//create a entity
	ENTITY* eland=ent_create("eland.mdl",nullvector,NULL);
	
	//scale+rotation+translation supported
	eland.scale_x=2;
	eland.scale_y=2;
	eland.scale_z=2;
	eland.x-=200;
	eland.y-=200;
	eland.z=200;
	eland.roll=60;
	eland.pan=50;
	eland.tilt=50;
	c_setminmax(eland);
	
	//create a build-mesh from the entity
	build_mesh *bm=mesh_from_ent(eland);
	
	//apply transformations
	//(i will perhaps intigrate it into another function so only 2 functions are needed)
	transform_mesh(bm,eland);
	
	//add mesh to the build list
	//all meshes to be initialy navmeshed must be added to this build list
	add_meshlist(bm);
	
	//add some other entities perhaps
	......

	//create the final mesh geometry from all meshes inside the build list and build the navmesh
	//this is done after all entities are added to the list
	geom_from_buildlist()
	build_navmesh(bla bla);



also i have made the initial build to be able to select an area for build by a bounding box

i want to add extra functions for turning bounding boxes of entities into meshes wich could
then be used as the build mesh for the entity instead of the entity model mesh,this would
provide faster builds where less detail is needed ...

theres no update now ,will update later when i am satisfied with changes/additions made..


Compulsive compiler
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