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Intense Ai: Free Pathfinding #70660
04/13/06 06:39
04/13/06 06:39
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline OP
Serious User
LarryLaffer  Offline OP
Serious User

Joined: Jul 2004
Posts: 1,205
Greece
Hello everyone!

I have been taking a look at the forums lately and I started wondering how many people would be interested in having Intense Ai's Pathfinding for free, as a thank you for waiting more than a year for Intense Ai to come out..

I know there's George's Perfect Ai pathfinding code out already and normally I wouldn't consider contributing yet another pathfinding system, but I've seen a number of threads about only 100 nodes available and no Z supported etc so I thought my contribution may actually be of some help.


Here's a feature list on Intense Ai's Pathfinding..
---------------------------------------------------

Points Of Visibility Pathfinding (node based)
Pure Dijkstra Search Algorithm (fast)
999 Max Nodes per level
999 Max Pathfinding-Entities per level
Three Dimensional (can handle floors, slopes, stairs, rough terrain, etc)
String Pulling (no zig zag paths)
Runtime Search(handles dynamic enviroments like doors, bridges and demolished walls)
Volume Raycasting(Size of entity is considered, making sure the path is wide and tall enough)
Gravity RayCasting(Making sure there's ground below the path. See here )
Polygon Precise RayCasting(Supports model-only levels and terrains)
Graph Generating Tool (automatically link nodes to each other. You just need to place them in the level)
Open Source C-script (no dlls)
Debuging Tools (Visually seeing the Graph and every c_trace made at runtime)


And here's a pic to prove I'm not lying



This is what I have to offer. However, I will only contribute if I see there's a popular demand for it. Ripping it from Intense Ai and writting a help file will take some time from me so I won't bother if people don't really need it. That's the reason of this first post. I'm waiting for your response...

Cheers all,
Aris


INTENSE AI: Use the Best AI around for your games!
Join our Forums now! | Get Intense Pathfinding 3 Free!
Re: Intense Ai: Free Pathfinding [Re: LarryLaffer] #70661
04/13/06 07:32
04/13/06 07:32
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
oh yes! what more to say:)

Re: Intense Ai: Free Pathfinding [Re: ello] #70662
04/13/06 07:40
04/13/06 07:40
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline
Senior Member
msl_manni  Offline
Senior Member
M

Joined: Dec 2005
Posts: 478
India
Would be a Great Contribution.


My Specialities Limited.
Re: Intense Ai: Free Pathfinding [Re: ello] #70663
04/13/06 07:42
04/13/06 07:42
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
Serious User
ulf  Offline
Serious User

Joined: Aug 2005
Posts: 1,012
germany, dresden
very nice work!

Re: Intense Ai: Free Pathfinding [Re: LarryLaffer] #70664
04/13/06 08:18
04/13/06 08:18
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
Serious User
Samb  Offline
Serious User

Joined: Nov 2000
Posts: 1,534
hamburg
oh my god... give it to me NOW!
so realtime search means you can use entity levels too? levels without blocks?

Re: Intense Ai: Free Pathfinding [Re: Samb] #70665
04/13/06 08:42
04/13/06 08:42
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
XNASorcerer Offline
Expert
XNASorcerer  Offline
Expert

Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
YES! Give it to us!

Last edited by Sorcerer; 04/13/06 08:43.
Re: Intense Ai: Free Pathfinding [Re: XNASorcerer] #70666
04/13/06 08:53
04/13/06 08:53
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
String pulling
(a rubberband function?)

Re: Intense Ai: Free Pathfinding [Re: Damocles] #70667
04/13/06 09:08
04/13/06 09:08
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Yeah, is the string pulling like a rubber band movement? So lets say you have 3 points and it will "guide" the model thru to points in a realistic fashion?


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

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Re: Intense Ai: Free Pathfinding [Re: William] #70668
04/13/06 09:21
04/13/06 09:21
Joined: Nov 2004
Posts: 888
B
beegee Offline
User
beegee  Offline
User
B

Joined: Nov 2004
Posts: 888
Cool, very nice constribution! Hope this will be released soon...

Regards,
#benny#

--------
GenuineMotors.de


Fratch - Newer statistics panel for GameStudio
Re: Intense Ai: Free Pathfinding [Re: beegee] #70669
04/13/06 09:28
04/13/06 09:28
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
I guess this works (a bit similar) like B-Slines. To smooth the movement.

Do you extrapolate into the moving direction, Or is the function just dragging behind, like on
a rubberband?

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