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3D Pathfinding
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Salival Offline
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Post: #61
RE: 3D Pathfinding
Works great, waiting for dynamic obstacles =]
03-26-2012 06:53 PM
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Rollcage Offline
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Post: #62
RE: 3D Pathfinding
That's what i mean. Doesn't esenthel already have dynamic obstacles though? It would be great if the blocks you place were dynamic obstacles. But it seems like that wpuld require alot of processing
03-26-2012 09:43 PM
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Rollcage Offline
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Post: #63
RE: 3D Pathfinding
Thanks ill check it out, at work at the moment
03-26-2012 11:30 PM
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Salival Offline
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Post: #64
RE: 3D Pathfinding
(03-26-2012 09:47 PM)aceio76 Wrote:  Please look at the comments around Game::World.pathBuild() and see if that is what you are looking for.

I don't feel rebuilding the path database each time an entity is moving, so I guess it is better to implementing it from scratch to get more freedom.
(This post was last modified: 04-02-2012 12:18 PM by Salival.)
04-02-2012 12:16 PM
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Esenthel Offline
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Post: #65
RE: 3D Pathfinding
pathBuild works for 2D path,
for navmeshes you should use PathObstacle (check Game::Door sources)
everytime pathobstacle needs to be modified/changed the path meshes of Game::Area need to be rebuilded (this is how recast works)
04-05-2012 03:06 AM
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Magnets Offline
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Post: #66
RE: 3D Pathfinding
Oooh...aaah...

That's all I have to say on this!
04-05-2012 06:09 AM
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Zervox Offline
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Post: #67
RE: 3D Pathfinding
(04-05-2012 03:06 AM)Esenthel Wrote:  pathBuild works for 2D path,
for navmeshes you should use PathObstacle (check Game::Door sources)
everytime pathobstacle needs to be modified/changed the path meshes of Game::Area need to be rebuilded (this is how recast works)

Recast also allows for updating the poly flags status as 'blocked' and 'non-blocked' I don't think this functionality has been removed from Recast, and with the way the Game::Chr searches paths I'd think allowing to point to the poly flags instead of rebuilding the navmesh completely is alot faster.
04-05-2012 06:29 AM
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Esenthel Offline
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Post: #68
RE: 3D Pathfinding
(04-05-2012 03:53 AM)aceio76 Wrote:  Hi Esenthel,

Can I put the create/del calls to PathObstacle() in a separate thread? I'm thinking of multi-threading the calls.
please don't, this will not improve performance.
setting obstacles in background thread is on the roadmap
04-05-2012 09:27 AM
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Salival Offline
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Post: #69
RE: 3D Pathfinding
Should be possible to set flag status, better then rebuilding the navmesh. Feature like recast navigation + avoid closest neighbors can be useful.

Edit:

Like Zervox pointed out :]
(This post was last modified: 04-05-2012 10:01 AM by Salival.)
04-05-2012 09:47 AM
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Esenthel Offline
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Post: #70
RE: 3D Pathfinding
but recast generates polys in "random" way, they are not organized for your purpose, setting flags, would first require, that polys are set the way you expect them
blocking flags will be available in the future
04-08-2012 07:47 AM
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Salival Offline
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Post: #71
RE: 3D Pathfinding
Here is maybe some useful info, (project made in ogre)

https://github.com/duststorm/OgreRecastDemo





For more information.

http://www.ogre3d.org/forums/viewtopic.php?f=11&t=69781
(This post was last modified: 04-12-2012 11:49 AM by Salival.)
04-11-2012 10:49 AM
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AlricDoRei Offline
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Post: #72
RE: 3D Pathfinding
How to make this pathfinding working with water? Character can't go through the water even if the depth of the water is 0.
05-07-2012 10:22 AM
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Esenthel Offline
Administrator

Post: #73
RE: 3D Pathfinding
check the 'walkable_flags' for path find
05-10-2012 05:31 AM
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