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Re: navmesh/pathfinding plugin [Re: sivan] #436590
01/29/14 14:04
01/29/14 14:04
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Wjbender Offline OP
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also sivan be aware that gs has a rule that if a user does not have a plugin license that the source of the plugin must be redistibuted along with the plugin (this is partly why my redistribution also contains the source )

no not really complicated at all , if you focus on understanding the functions you need you will learn it quickly and with a little time spend reading source/demo files and being active on mikkos discussion group you will soon understand it .

here you go anyone is most welcome and mikko and other members are very helpfull here .

http://groups.google.com/group/recastnavigation/topics


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Re: navmesh/pathfinding plugin [Re: Wjbender] #436591
01/29/14 14:09
01/29/14 14:09
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thanks!
I also found this google group, and there are several mods of it on github.
as I have won a Pro license I think I don't need to redistribute the source if I change it, but planning to do nothing in secret...


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Re: navmesh/pathfinding plugin [Re: sivan] #436593
01/29/14 15:10
01/29/14 15:10
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Wjbender Offline OP
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roger that


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Re: navmesh/pathfinding plugin [Re: Wjbender] #446498
10/17/14 21:02
10/17/14 21:02
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Wjbender Offline OP
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removed the links ,working on a version that is fast enough for tile based rts genre's .

so far it's working out much better than I had expected , I am able to swap obstacles in and out
very fast , although, there are specific design constraints I will be sticking to ,making it a custom build stripped down ,redesigned version specifically suited for a new project I am working on .

jb


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Re: navmesh/pathfinding plugin [Re: Wjbender] #446510
10/18/14 18:16
10/18/14 18:16
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yeah!
just avoid separate per entity actions with their own while loops including waits. that its up cpu over a few hundreds. but it is rather on the entity movement side, that calls the pathfinder.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: navmesh/pathfinding plugin [Re: sivan] #447087
11/15/14 14:10
11/15/14 14:10
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https://www.dropbox.com/s/n7hnl10g5g9e8ch/rts%20first%20test.zip?dl=0

a small first time test, nothing extremely new to this RTS version yet
but you are free to run this test and see how fast offcore saving/loading
tiles are , my idea on this is to have each tile such that if removed
from the navmesh ,it would represent an unwalkable area (filled with a
building or bunch of trees "obsticles") ,and when the tile is simply reloaded
from disk it becomes walkable again..

the complete tilemap(navmesh) is pre baked and simply loaded then tiles
are removed and loaded during runtime .

i think it could be useable for RTS if i continue to develope on this concept.

notes:

press 1 and 2 to add or remove tiles during runtime ,tiles will be saved/loaded on disk .

WASD move camera ,aim with the mouse .

the bot code sucks i know but its a simple test, the "unwalkable" tiles will
only become "unwalkable" when a new path is re-planned(when the bot reaches the destination),i havent done anything
to update path's of the bot ....just run with it and let me know what you think
about speed ..

jb

Last edited by Wjbender; 11/18/14 11:32.

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Re: navmesh/pathfinding plugin [Re: Wjbender] #447088
11/15/14 16:22
11/15/14 16:22
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to everyone ,please note that the list script files included in this download comes from tust library,
I have forgotten to include the tust library licence text
upon the first upload but have added it after realising
my mistake , so everything is hunky dory now with that
I believe.

Last edited by Wjbender; 11/18/14 11:31.

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Re: navmesh/pathfinding plugin [Re: Wjbender] #447126
11/18/14 11:31
11/18/14 11:31
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https://www.dropbox.com/s/gov7j3mirt7br93/rts_test_tiles.zip?dl=0

my apoligies , i had a memory problem which i fixed now , i also made the
test much better .

keys:
wsad : camera movement
mouse movement : aim with pointer

press/hold "1" : remove a tile (aka add obsticle)
press/hold "2" : reload a tile (aka remove obstilce)

press/hold "z" : set path start point
press/hold "x" : set path end point

check it out i think its pretty fast and good for RTS if the concept is expanded
on .

PS i know of no other engine implementation of navmeshing which do this with navmeshing (as far as i know) as fast because i
actually do not rebuild anything ,they usually do
not use obsticles as tiles as I do ,and if they do use
it I haven't seen one , I think some commercial games
may use this type of concept though..

jb

Last edited by Wjbender; 11/18/14 11:40.

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Re: navmesh/pathfinding plugin [Re: Wjbender] #447833
01/08/15 12:53
01/08/15 12:53
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I just tried it now (nearly forgot it after downloading a few weeks ago), but I don't know how to execute the pathfinding. the blocking tile placement/removqal is fine, and the start/end point placement too.

I started to deal with navmesh pathfinder again in Unreal Engine 4, but I find it not really suitable for a complex RTS game, because it is difficult to handle different sized agents avoiding collisions, and agents with different capabilities (ladder climbing, slope, swimming etc.). in my custom pathfinder each capability requires its own base map, but agent size handling is easy. in UE4 you can also place blocking volumes, they said to work fast runtime too, but not tested yet.


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Re: navmesh/pathfinding plugin [Re: sivan] #447839
01/08/15 16:57
01/08/15 16:57
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pathfinding is triggered upon changing any start or end position , it should draw a path as soon as both
start and end points lie within the walkable tiles (not the red ones) and obviously if a path is possible towards the points ..

new obstacles (non walkable tiles) will only be included
within the path ,upon requesting a new path ,in that simple test script it is not handled by code to refresh paths when tiles are removed ,but can be done by moving one of the start/end points to request a new path .

normally each unit of different size would need its own navmesh , but there are other techniques as well
but there is only one unit size and navmesh in that test ,for the sake of simplicity.

rts pathfinding is very dependant on the game and function itself , therefore difficult to code a library for multiple use in different games , but if it is tile only like rts games ,I think I could manage flexibility somewhat to an extent for possible unforseen things .

anyway , usually on some implementations of recast/detour , they use the tile cache/temporary obsticles for obsticles , or they use a tile rebuilding technique with polygonal regions of types , usually tiles themselves aren't used like I did.

I know unreal engine has a pretty flexible navmesh system , I haven't played with unreal engine yet but have read about its navmesh system being editable pologonable ,without using an external modeling application , to be honest I have never noticed a rts game build upon unreal engine yet .

I drop and pick up projects quite frequently , this is because I try out a prototype and quickly drop it if it sucks , so projects like this one survive only because I see something of value in it ,it could be learning /an interest/ challenge myself / usability / fun or something I would like to do , as this little idea came it might also fade away again .

jb


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