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Re: navmesh/pathfinding plugin [Re: Wjbender] #411896
11/20/12 23:29
11/20/12 23:29
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3run Offline
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OMG! laugh It looks like it's more flexable now laugh Isn't it? I'm waiting for update mate, I want to use this in my projects!


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Re: navmesh/pathfinding plugin [Re: 3run] #411936
11/21/12 12:17
11/21/12 12:17
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Wjbender Offline OP
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Hmp to navmesh solved ,just had a vertex calculation problem
and i finaly fixed it... Getting hmp entity into navmesh is just as easy
as adding the model entities now..

have to fix the debug mesh its bugged , after that i continue with
other functions also going to look into rebuilding areas at runtime
for dynamic behaviour .going to remove the single tile mesh
and only use multi tiled navmesh..


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Re: navmesh/pathfinding plugin [Re: Wjbender] #411952
11/21/12 14:31
11/21/12 14:31
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sivan Offline
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sounds cool as I'm planning to make only hmp based games laugh dynamic navmesh rebuilding would be also a great step enabling dealing with destroyable environtemt (but can it cause some runtime slow-downs?)!


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Re: navmesh/pathfinding plugin [Re: sivan] #411982
11/21/12 16:43
11/21/12 16:43
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Wjbender Offline OP
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Should not cause a heavy slow down , i have read of some people
having moving obsticles that dynamicly alters the navmesh
but this all just happens from a bounding box which selects
tiles needed to be rebuild , and simply there cannot be that many
tiles and detail in such a small area of a game made to
perform well ..but we will have to see.

Yes this is more flexible and also easier i want to leave lower
functions for meshes aswell for when needed ..


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Re: navmesh/pathfinding plugin [Re: Wjbender] #412083
11/22/12 14:34
11/22/12 14:34
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Wjbender Offline OP
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okay i looked into the debug mesh display issue i found and
the result is that there is nothing wrong with it ,its not
bugged as i thought ,the real problem is the 64k vertices limit
of entities, so with to much detail in the navmesh the debug
mesh wont be displayed , i thought i could try and draw this
the same way as terrain gets drawn but i dont know how i will
draw it that fast ,dont know how and if i can draw it with
d3d into the scene ...

i added a function to save the navmesh into a mdl file
so after a initial build the navmesh can be saved
as a mdl file which can be used to build the level from
instead of selecting all models entities in the level
as usual ,i fount it takes about half the time to build
from that saved mesh ,this is because some triangles have
already been filtered out of it and it already has all triangles of
all the meshes that were build from in the previous build its already a
navmesh ..
(this is where i am going to try and solve saving and loading a navmesh without building again)
maby maby not .......big maby not

displayed here is the terrain
the navmesh (previously build and saved) and reloaded and build in yellow
the blue is the debug_mesh(which is the navmesh also i save to mdl)
theres some build setting wrong here as the navmesh has some holes and stuff
i cant built it with more deatail and display it because of the 64k limit but
i can build it with more detail and not display it....

Last edited by Wjbender; 11/22/12 16:23.

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Re: navmesh/pathfinding plugin [Re: Wjbender] #412091
11/22/12 15:42
11/22/12 15:42
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so basically it works fine, except the debug display because of its large poly size?


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Re: navmesh/pathfinding plugin [Re: sivan] #412095
11/22/12 16:28
11/22/12 16:28
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Wjbender Offline OP
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Yes but i need to do a debug displayed navmesh or
else im going to face massive trouble ahead while
coding... How am i going to draw that much because
gs slows down terrible on draw_line but what about
drawing with d3d functions ? How or what am i going to do


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Re: navmesh/pathfinding plugin [Re: Wjbender] #412116
11/22/12 21:21
11/22/12 21:21
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yes I know visualization is a must to find even minor or rare bugs.
as I know draw_line3d uses one particle for each line, and particle rendering can have a clipping distance by clip_particles given in percentage of clip_far... but as I tried it does not work.
at draw_begin you can find an example of drawing a triangle by DirectX, maybe it could be extended and used for a whole mesh, maybe faster because no entity and particle extra stuff used.


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Re: navmesh/pathfinding plugin [Re: sivan] #412131
11/23/12 09:37
11/23/12 09:37
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Wjbender Offline OP
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Yes i tried with begin draw for d3d but my attempt failed
Dont know why... but im thinking that maby i should only
draw borders or tiles instead of detailed navmesh .. I am going
to check that particle clip out thanx i did not know about it sivan..


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Re: navmesh/pathfinding plugin [Re: Wjbender] #412387
11/26/12 19:26
11/26/12 19:26
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Wjbender Offline OP
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updated (for testing of new functionality)

EDIT: OH DO NOT USE ELAND MODEL I FORGOT WHERE I GOT IT

heres a list of updated functions for testing

updated functionality includes:

build navmesh from entity objects ,entity mdl file ,hmp object(bugged),hmp chunk(bugged), hmp file..
scale rotate translate transformations to update a copy of buffer vertices/triangles..

theres a limit to triangles/vertices it seems ,im not sure yet
but try not to do to many triangles/vertices ,for this
demos i have used a terrain of 150*150 vertices and when going
to high like 200*200 the navmesh stops abruptly....

build_mesh objects added to a list ,after adding all needed build objects the
meshes are merged into a single mesh and send for navigational mesh creation..
(list needs more functions for removing etc..)

the merged meshes data can be saved to mdl file(64k limit)..
could be used as an entity merger (needs more work)..
want to make a custom file format instead of mdl ,could be used instead of loading meshdata from all entities

the filtered navmesh result can be saved to mdl file(64k limit)
want to make a custom file format instead of mdl..
the filtered navmesh can be used for debug display, and for building navmesh instead of adding entities

its possible to specify navmesh initial build area by a box
..............................................................

function list:

//build_mesh object from ent model
build_mesh* mesh_from_ent(ENTITY* ent);

//build_mesh object from mdl file of entity model
build_mesh* mesh_from_mdl_file(ENTITY* ent);

//build_mesh object from hmp
//(do not use bugged in merging multiple chunks)
build_mesh* mesh_from_hmp(ENTITY* ent,int chunks);

//build_mesh object from hmp chunk
//(works okay for single chunks but if added in a loop addin all multiple chunks does not work correct)
//bugged in merging multiple chunks
build_mesh* mesh_from_hmp_chunk(ENTITY* ent,int chunk);

//build_mesh object from hmp file of entity
//works correct but theres a limit somewhere in the produces navmesh
//so vertex amount is safer in range of 150*150 or lower i think
build_mesh* mesh_from_hmp_file(ENTITY* ent);

//transform build_mesh object to match entity
//has to be transformed to match
void transform_mesh_ent(build_mesh* pmesh,ENTITY* ent);

//transform build_mesh object to match argument list
//has to be transformed to match
void transform_mesh_arg(build_mesh* pmesh,ANGLE* angle,VECTOR* scale,VECTOR* pos);

//add build_mesh object to build list
void add_meshlist(build_mesh* this_mesh);

//save the merged geom to mdl(64k limit)
//does not need to be build only needs navmesh object to be created and
//the entities build_meshes objects added to the build list
//then finalised by geom_from_buildlist
//p.s could become usefull for entity merger
// will modify it for an entity merger
void save_merged(char* filename);

//saves the detailed filtered navmesh out to mdl(64k limit)
//will add a custom file instead of mdl
void save_debugmesh(char* filename);

//create final merged mesh from all build_mesh objects in list
//bmin,bmax bounding box values for initial build area
int geom_from_buildlist(VECTOR* bmin,VECTOR* bmax);

void delete_build_mesh(build_mesh* bmesh);
..............................................................

note even though the demos use crowd agents ,nothing about crowds has been updated ..
note look into comments off files for more info..
let me know of unknown bugs/problems/ideas if you have the time or patience
much appreciated!!

Last edited by Wjbender; 11/26/12 19:37.

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