2 registered members (vicknick, AndrewAMD),
1,292
guests, and 3
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: Intense Ai: Free Pathfinding
[Re: Superku]
#70680
04/13/06 23:41
04/13/06 23:41
|
Joined: Aug 2005
Posts: 1,185 Ukraine
Lion_Ts
Serious User
|
Serious User
Joined: Aug 2005
Posts: 1,185
Ukraine
|
LarryLaffer! What number of messages we have to post in this thread ? (How big response ?) Contribute this, please! and thank you.
|
|
|
Re: Intense Ai: Free Pathfinding
[Re: Lion_Ts]
#70681
04/14/06 00:22
04/14/06 00:22
|
Joined: Oct 2004
Posts: 1,655
testDummy
Serious User
|
Serious User
Joined: Oct 2004
Posts: 1,655
|
As you probably already know by now Aris, I've been writing a plugin .dll (pv) which contains some of the pathfinding functionality of Perfect AI. The primary purposes of writing such a thing were to improve my C++ skills, and gain experience in writing plugins for 3D GameStudio. Simultaneously, the secondary purposes were to produce something that might be useful to myself and others. If there was a demand great enough, I was going to contribute pv (open source) to the community, as I have done with eLL. Given the lack of interest in eLL (I am mainly at fault here), and the fact that you are now offering a superior (to what I have written, assumed to be at least given the descriptions of features and the assumption that your experience is much greater) path finding solution, I can only predict that the community would now widely dismiss a contribution such as pv, and that attempts to provide adequate details, explanations and documentation for such a plugin would be a waste of time. I suppose the fact that a potential contribution would probably no longer hold the meaning to the community it would have, is unimportant and irrelevant.
I think that, for as long as I work with 3D GameStudio, I will welcome any examples of pathfinding for 3D GameStudio, and certainly those with examples of more features. (Of course, I don't believe that generally, as a whole, the community is like-minded, welcoming inferior, weaker, less feature-rich, unnecessary examples.) I welcome what you offer. If you decide to make the contribution, I will thoroughly enjoy studying the source, and learning, if I am able.
The abbreviated version: I vote "yea".
|
|
|
Re: Intense Ai: Free Pathfinding
[Re: testDummy]
#70682
04/14/06 00:46
04/14/06 00:46
|
Joined: Sep 2003
Posts: 281 Arkansas\USA
raiden
Member
|
Member
Joined: Sep 2003
Posts: 281
Arkansas\USA
|
Would be very much interested in your AI.
Thank you
-raiden
"It doesn't matter if we win or lose, it's how we make the game."-------------------- Links: 3DGS for Dummies
|
|
|
Re: Intense Ai: Free Pathfinding
[Re: raiden]
#70683
04/14/06 01:02
04/14/06 01:02
|
Joined: Jun 2005
Posts: 656
Grafton
User
|
User
Joined: Jun 2005
Posts: 656
|
Very generous offer, I could use such pathfinding. I hope you decide to contribute it in some form. Thanks!
Not two, not one.
|
|
|
Re: Intense Ai: Free Pathfinding
[Re: snake67]
#70685
04/14/06 07:27
04/14/06 07:27
|
Anonymous
Unregistered
|
Anonymous
Unregistered
|
That is a generous offer indeed, I'd be very interested. I'm struggling with AI at the moment, myself, so this could be good even to look over and see how it's done.
|
|
|
Re: Intense Ai: Free Pathfinding
[Re: Christian__A]
#70688
04/15/06 15:44
04/15/06 15:44
|
Joined: Jul 2004
Posts: 1,205 Greece
LarryLaffer
OP
Serious User
|
OP
Serious User
Joined: Jul 2004
Posts: 1,205
Greece
|
wow... I guess there IS a need for it.. ok, cool, keep an eye on this thread. It should be ready by tomorrow, or maybe the day after Quote:
so realtime search means you can use entity levels too? levels without blocks?
No, realtime search means that the paths are generated on the fly, so if there's any change in the level, it will reflect on the path made(doors open and closing, etc). But you can use level without blocks as well
Quote:
String pulling (a rubberband function?)
I guess this works (a bit similar) like B-Slines. To smooth the movement.
no, it's nothing like that. String pulling helps when you try to reduce the number of waypoints in a path so it will look a little nicer. Here.(pdf)
Quote:
I wonder though, if you might do better right now to push hard and finish the Intense AI.
Hi JimFox, how's the game going on? I managed to download the demo some time now but forgot to let you know. I really liked what I saw and I really enjoyed seeing Intense Dialogues in it being put into good use.
Anyway, it's cool, I got a few days free since the ball's at the animator hands right now. And It won't take me too long anyway
Quote:
LarryLaffer! What number of messages we have to post in this thread ?
much less than what you did I didn't expect that much of a response..
Quote:
As you probably already know by now Aris, I've been writing a plugin .dll (pv)
I had no idea.. But I suggest you keep working on it and release it when it's done, there's hardly only one best way to do something. Your solution could be better at something that mine is not so the community could benefit from both(some people might prefer DLLs for example..)
Cheers, Aris
|
|
|
Re: Intense Ai: Free Pathfinding
[Re: LarryLaffer]
#70689
04/15/06 16:12
04/15/06 16:12
|
Joined: Jan 2003
Posts: 4,305
Damocles
Expert
|
Expert
Joined: Jan 2003
Posts: 4,305
|
As I have read from the document on string pulling, the path is smoothed by trying to reach a node up the path if it is visible, This works well on a pure 2D enviroment. But using a trace wold not be enough, as the bot might try to reach a node, he can see, but a crack in the floor or a close edge might make him fall down. So do you check on the floor, if there is some kind of drop? Again, it a good sollution for 2D Pathfinding, but might cause a lot of trouble in a 3D Arena. Here another interesting page from valve: http://developer.valvesoftware.com/wiki/Navigation_Meshes#Introduction
|
|
|
|