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3D Pathfinding
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Esenthel Online
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Post: #1
3D Pathfinding
I'm experimenting with Recast/Detour library

41 fps with 1000 path searches per frame.

Now I need to check if it will work with huge worlds too, streaming area paths, and memory limits.


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09-17-2011 10:56 PM
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llynx Offline
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Post: #2
RE: 3D Pathfinding
Sounds like a really cool feature to have built in! grin
09-18-2011 01:19 AM
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runewake2 Offline
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Post: #3
RE: 3D Pathfinding
I like this. smile

So polygonal pathfinding? Or am I misreading something? This would be very nice, and the pathfinding would come in handy in my Flight Sim... if I ever get it working.
(This post was last modified: 09-18-2011 04:35 AM by runewake2.)
09-18-2011 03:43 AM
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Dandruff Offline
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Post: #4
RE: 3D Pathfinding
Great news Esenthel!
09-18-2011 06:55 AM
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Zervox Offline
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Post: #5
RE: 3D Pathfinding
(09-18-2011 03:43 AM)runewake2 Wrote:  I like this. smile

So polygonal pathfinding? Or am I misreading something? This would be very nice, and the pathfinding would come in handy in my Flight Sim... if I ever get it working.

3D mesh pathfinding if you will, meaning instead of generating a 2D grid map for pathfinding it will relate its pathfinding information according to the geometry.
I am unsure how it would relate and help you using 3D pathfinding in a flight sim however.(as airplanes doesn't move after information on ground, they avoid it in which case it isn't really pathfinding you need, but obstacle avoidance if it is AI as players normally wouldn't crash their planes mindlessly into the groundwink)
09-18-2011 08:12 AM
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Wireframe Offline
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Post: #6
RE: 3D Pathfinding
Very nice!
09-18-2011 10:58 AM
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Harry Offline
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Post: #7
RE: 3D Pathfinding
Cool smile I hope it will be soon in engine for everyone.

Is it works with movable objects? Current pathfinding doesn't include this types of objects and sometimes characters want go through for example cars.
09-18-2011 11:31 AM
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b1s Offline
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Post: #8
RE: 3D Pathfinding
this would be extremely good if it would be in the engine during the next 2 months
09-18-2011 03:42 PM
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neo22 Offline
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Post: #9
RE: 3D Pathfinding
It's a very great feature/news!
Is it the feature that will be use for :
Quote:server side pathfinding
?
09-19-2011 09:23 PM
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Zervox Offline
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Post: #10
RE: 3D Pathfinding
Both pathfinders will I believe.
09-19-2011 09:36 PM
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Wireframe Offline
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Post: #11
RE: 3D Pathfinding
Server side pathfinding will be great.
09-20-2011 11:55 AM
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fatcoder Offline
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Post: #12
RE: 3D Pathfinding
I did some experimenting with integrating Recast/Detour into EE a while back as well. See screen shots below. You can't see it in the shots, but there are soldiers walking around the island. The agents can walk over the bridge and up the stairs. It worked quite well. The only thing missing is the temporary obstacles, which I believe is being worked on at the moment.

I'm really looking forward to it becoming a core part of EE, especially with temporary obstacle support, so a building can be placed on the terrain and then removed, having it affect the nav mesh.


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09-23-2011 08:56 AM
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Esenthel Online
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Post: #13
RE: 3D Pathfinding
integrated with World Editor building process, and Game World Manager


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09-29-2011 11:49 AM
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Zervox Offline
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Post: #14
RE: 3D Pathfinding
Neat! Did you solve navmesh splitting loading/unloading for areas?
09-29-2011 12:12 PM
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Esenthel Online
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Post: #15
RE: 3D Pathfinding
yes, it should work with huge worlds (current path limit is set to 256x256 world areas)
09-29-2011 12:16 PM
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