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Re: navmesh/pathfinding plugin [Re: Wjbender] #412420
11/27/12 09:03
11/27/12 09:03
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Wjbender Offline OP
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fixed minor script problems for new updated tests ..


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #412546
11/28/12 22:14
11/28/12 22:14
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Wjbender Offline OP
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DO NOT USE MODEL ELAND....

added update for newest functionality of tile manipulation etc...
check out newest demos on page 1 download link...

theres stil work to be done but this is another big step closer..

/*
tile manipulation
*/
//remove tile from navmesh
void remove_tile(VECTOR* pos);
//build tile in navmesh
void build_tile(VECTOR* pos);
//build all tiles in navmesh
void build_all_tiles();
//remove all tiles from navmesh
void remove_all_tiles();
//save navmesh tiles!!!!!!!!!!!!!!!!!!!!!!!<----
void save_all_tiles(char* filename);
//load navmesh tiles!!!!!!!!!!!!!!!!!!!!!!!<----
void load_all_tiles(char* filename);

Last edited by Wjbender; 11/28/12 22:16.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #412998
12/06/12 07:06
12/06/12 07:06
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Wjbender Offline OP
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REMOVED FOR MAJOR RESTRUCTURING ! i am doing many changes
to accompany automatic entity to navmesh handling by setting a flag for
enities/terrain to be navmeshed and also adding my own experimental area manager
which automaticly updates an area with a thread every so often to support
dynamic world changes , the world could be divided into small managers by specifying
an area to update(like a bounding box) for each manager and these managers will
then do a lookup in their area to find any entity geometry marked by a certain flag
and then rebuild the navmesh for that geometry in that area on a thread so when
an entity is removed/added/moved in an area manager's area that manager will reflect the changes
to the navmesh in that area (almost like the tempobsticles/tilecache of recast)
also i am looking into streaming tiles on demand and streaming tiles by prebaked navmeshing .....


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #413007
12/06/12 08:54
12/06/12 08:54
Joined: Mar 2011
Posts: 3,150
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sivan Offline
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sivan  Offline
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sound cool, it's gonna be a really flexible plugin! have fun and luck with it!


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: navmesh/pathfinding plugin [Re: sivan] #414136
12/23/12 18:37
12/23/12 18:37
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Wjbender Offline OP
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i am going to drop this project and drop game-studio , anyone intrested in the source code ?? i will upload if there are enough intrest ,the source was inbetween
developement for support of dynamic behaviour and the last version....


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #414139
12/23/12 19:07
12/23/12 19:07
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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why are you going to drop this and game-studio?? what's happened??


Looking for free stuff?? Take a look here: http://badcom.at.ua
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Re: navmesh/pathfinding plugin [Re: 3run] #414140
12/23/12 19:28
12/23/12 19:28
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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I don't understand it either.
It's such an amazing plugin and now you'll give up everything?


POTATO-MAN saves the day! - Random
Re: navmesh/pathfinding plugin [Re: Kartoffel] #414141
12/23/12 19:41
12/23/12 19:41
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Wjbender Offline OP
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well ...... okay i will continue but next year ,got really tired of using the trial version (installing /formatting over and over and over ,its an EVIL cycle)
and i am simply not sure if i want to buy game-studio ... next year will bring more determination but i am busy until then ... enjoy your holidays guys!!

nothing changed JUST GOT TO EXPLORE MY OPTIONS with engines ,perhaps i should
not drop gamestudio from my list of engines laugh


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #414143
12/23/12 20:53
12/23/12 20:53
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Originally Posted By: Wjbender
and i am simply not sure if i want to buy game-studio
I understand this. I didn't want to buy gs, too, because I'm still going to school so I simply haven't got the money to buy it (or there are things which are more important for me).
Then I thought once 'hey, there's a contest I could join... why not?!'
and that's how I got pro. I' sure, if I haven't had won this I'd still mess around the trial verion grin

So why don't you join the (next) contest? wink
You're talented so I think you've got quite good chances.

EDIT: just had a closer look at the contest entries and noticed, Wjbender == Johannes Bender??; if so, good luck laugh

Last edited by Kartoffel; 12/23/12 21:07.

POTATO-MAN saves the day! - Random
Re: navmesh/pathfinding plugin [Re: Wjbender] #414144
12/23/12 20:55
12/23/12 20:55
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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Posts: 2,488
Don't take it bad :

I also made some 3D tools for a project , some collision editor, i put lot of options, i was motivated a lot, but after some year, i became borred, even the team had a different goal ...
I gave up and gone elsewhere for another project also ...
And i had my life to manage ... this project was done during free time, it wans't like my real work !!

-------------------------


That's borring to wait a year or more for a feature, you are not sure it will appear, when you can find these features ready to use in other 3D engines !

Thats' why i vote lot more for 3D engines offering all tools and needed plugin to make a game instead on relying too much on users abilty to make some great tools and achieve to finish them laugh

-------------------

Don't take it bad is juts my point of view, when what i have seen so much times in indie 3D engines and open source small ones !

But you find the opposite, like in Ogre 3D engine where users bring amazing tools ro features !
Same thing for some commercial indie 3D engines, bringing real features each year and having such advanced Tools like NavMesjh and others ...

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