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Re: navmesh/pathfinding plugin [Re: milaz] #419199
03/07/13 19:16
03/07/13 19:16
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Wjbender Offline OP
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busy busy ; this is going to be an editor for the first
release version , the editor's focus is going to be
to manualy design and lay down the mesh for walkable
areas ,the editor would help in making sure that walkable
and non walkable areas are indeed present instead of
allowing the mistakes to take place that an automatic
filtering of geometry would produce ,and this would
be cool because i could pre make my navmesh in the editor
and save all data to a file that could be then loaded
perhaps with a single function like pre-baking the navmesh..

i am also going to try and add as much functionality into
the editor as i can come up with ,an example would be
the idea that i have of adding navmesh data to separate
sub objects like a building that can be added or removed
during game but its data comes from file saved previously
with the editor .

but i cant really say much at this time except i am stil
actively developing the project and have hopes and ideas for it
..more thAn i could share rite now ..


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #419210
03/07/13 20:51
03/07/13 20:51
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sivan Offline
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it sounds like a crazily useful tool! visualization of hidden systems is important, manual overriding of auto generated mesh is great, especially if it can be saved and then loaded and updated fast during gameplay (to achieve destructable/buildable environment).
I want to make some simple games beside my editor and rts project to avoid getting bored, but I would need a simple to use and good navmesh pathfinder, like in Esenthel but with collision avoidance what you completed earlier.
I hope you could solve the hmp mesh problems too.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: navmesh/pathfinding plugin [Re: sivan] #419728
03/13/13 20:46
03/13/13 20:46
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Wjbender Offline OP
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Yes the hmp and mdl and blocks work from file and from runtime entities
i had a really bad and unknown problem until i dropped the chunki triangle
mesh of recast but the blocks had a 1 vertex miscount aswell..


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #419749
03/14/13 08:18
03/14/13 08:18
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sivan Offline
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yes I saw that one less vertex count when I checked your demo with a terrain. you dig into the dirty part of gamestudio grin


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Re: navmesh/pathfinding plugin [Re: sivan] #419795
03/14/13 17:43
03/14/13 17:43
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Looks solid now , i just navmeshed 2 pieces of terrain each of 500 x 500 vertices
With triangle size 5.0 x 5.0 and some blocks and a model under about 10seconds
without any mistakes
Then saved the tiles and took look at how fast
the pre baked navmesh loaded ..it was instant

Last edited by Wjbender; 03/14/13 17:45.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #419796
03/14/13 18:04
03/14/13 18:04
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is there a possibility to use models only as obstacles? I mean, when their mesh is not needed to be examined, simply set their area on terrain as blocked area/tile? and other models assigned as buildings (or terrain models) could be examined by mesh for passability. It could make faster the process.


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Re: navmesh/pathfinding plugin [Re: sivan] #419799
03/14/13 18:44
03/14/13 18:44
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Wjbender Offline OP
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I get what you are saying , there are a few ways of validating and invalidating
tiles/triangles as walkable , there are the walkable/non walkable flag of triangles
which could be changed but yes it must rebuild the navmesh ,and there is
the tile remove and tile build functions which also needs the navmesh rebuild
but the whole navmesh does not need to be rebuild the small area blocked
by an obstacle could be rebuild by only using its bounding box with a bit of exstra padding
which means you could rebuild that area when you add or remove the obstacle
but only that small area not the whole navmesh ....

All in all rebuild is needed but you dont rebuild the whole navmesh only
the area you want to ... But i will look futher into this perhaps there is a way
to alter something that would filter out tiles/area from the pathfinding
in a faster manner but im not sure there is a way because mikko would
surely know .. I thought about looking to find cost values


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Re: navmesh/pathfinding plugin [Re: Wjbender] #419824
03/15/13 08:38
03/15/13 08:38
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sivan Offline
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or maybe an easier approach to replace obstacle entities with a collider entity, like a cube, or another very low poly one, like in esenthel where its physx body is used instead of the real mesh. in case of dense vegetation it would be a practical method I think.

Last edited by sivan; 03/15/13 08:39.

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Re: navmesh/pathfinding plugin [Re: sivan] #419850
03/15/13 13:05
03/15/13 13:05
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Aaah i completely misunderstood your reply i thought
you were talking about obstacles you could add and remove for avoidance....

Yes you do not need to use the detailed meshes you can use low detailed models
For the objects that get fed into the navmesh aslong as carves out an area bigger than the object ...thats why also i thought about
the editor because by creating the mesh to be fed into navmeshing instead of all the
geometry you are speeding things up you can control detail to a better degree and make sure
you have the mesh in areas you want pathfinding ,it takes away alot of triangles that arent needed
for filtering so yes its possible and basicly you could create the whole walkable area mesh
inside of a modeling application aswell ..

Last edited by Wjbender; 03/15/13 13:10.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #419857
03/15/13 14:57
03/15/13 14:57
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okay understood, it's cool.
another question: does your editor supports wmb only level loading?
I aks it because sometimes I create levels in my editor which cannot be compiled into wmb (too high poly count error), but I can make a wmb complilation easily that deals only with terrain, entities with polygon collision, and collider entities (neglecting trees and bushes). this should result in a relatively simple interaction between the 2 editors.


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