Hmmm.. This really is nice work..
Could it be possible to have slightly more precision to the path ?
Or even an adjustable size of the hole that it can fit?
We have few slightly tight corridors here and there and we are not really getting the path over there.
But if this seems too difficult or costly on cpu then its fine.
We can work around it by just adjusting physics.
Anyway it's a really great feature and has not really affected too much on fps either.
Great work!
also now that the waypoints are becoming more obsoleet this way could it be possible to add parameters to waypoints?
like direction of the waypoint in world editor or something like that?
Best way would be to have similar parameter thingy as in regular objects.
That way anyone could add actions or what ever they want to waypoints.
(This post was last modified: 10-04-2011 07:37 PM by b1s.)
(10-04-2011 07:36 PM)b1s Wrote: Or even an adjustable size of the hole that it can fit?
We have few slightly tight corridors here and there and we are not really getting the path over there.
I'll put this on the roadmap, that requires some analyzing
Yeah. Well I'll try to work around this in the mean time. Doors are sometimes being a problem. When the door turns open it still takes some room from the hole and a path is not generated trough the door.
(10-04-2011 07:36 PM)b1s Wrote: Or even an adjustable size of the hole that it can fit?
We have few slightly tight corridors here and there and we are not really getting the path over there.
I'll put this on the roadmap, that requires some analyzing
There is actually a few parameters that need to be exposed to allow the navmesh generation to be customized. These include:
Cell Size - Controls the resolution of the grid, smaller sizes give a finer more accurate navmesh at the expensive of performance.
Walkable Height and Walkable Radius - Controls the height and radius of the agent for testing against the world geometry.
Walkable Climb - Controls how high the agent can step up.
Walkable Slope Angle - Controls the maximum slope the agent can walk on.
There are some other parameters too, but they could probably be intelligently controlled by EE in the background. I think the above list is a must at the minimum.
You may even want to consider an option for generating more than one navmesh for different sized agents.
I also assume you haven't integrated detour as well yet, only recast? I just tried walking two agents toward one another and they just walked straight into each other instead of avoiding each other. Unless I'm missing something to enable this feature??
I'm happy to share code from my implementation, which has detour working (it is pretty easy). You just need to create a single dtCrowd instance for the system and then call addAgent on it to add individual agents to the system. I then store the agent index in my base agent object, which can call requestMoveTarget from dtCrowd when the agent wants to go somewhere. Then you just update dtCrowd every frame and let the magic happen.
(This post was last modified: 10-05-2011 12:09 PM by fatcoder.)
recast - path mesh generation (available)
detour - path finding (available)
detour crowd - auto management for agents (not yet available)
detour crowd uses max limit constant for number of agents which is not good, I will look into it in the future.
You should use task manager to check memory consumption while it is generating paths, seems it is using a tremendous amount of memory while generating.
Hi, this is probably due to compression of PathMesh during saving (LZMA is used, which uses lots of memory for compressing, on each work thread separately).
You can try increasing "virtual memory" in windows settings (to allow for more RAM, taken from HDD).
What kind of CPU do you have? I'm interested in number of cores/hardware threads.
How many RAM do you have?