Aily Posted October 14, 2012 Share Posted October 14, 2012 Working with pathfinding a little i found some sad things 1. walking by waypoints as "by rails" 2. navmesh code is hard to implement (recast\detour) 3. all i saw last time is realy hard to use Target: 1. game have big open field 2. on this field many objects that charachters must drive over 3. i need speed and simplify 4. this must be easy attached to diferent projects At last my pathfinding is: each "unwalkable" area have aabb nav-body, that uses waypoints links as "can't walk here" each "unwalkable" area have waypoints in it corners, to find path around unwalkable areas base function give start (for example NPC) point as X,Y floats and end X,Y float point and returns path linked list where calculated path points runs each other from start path to end It's just first "zero" version of this idea, it works, but need some clean code, fixes and add more functionality (it's still 2D, but soon....). Try it guys Who can say that is not navmesh? BlitzMax source and EXE in archive. Hold F1 to see waypoints Next step is done it by bMax and port to Lua,C++ and ActionScript if i will have time and good mood for this. nav_grid_0001.rar 2 Quote "Better" is big enemy of "good" Link to comment Share on other sites More sharing options...
Pixel Perfect Posted October 14, 2012 Share Posted October 14, 2012 Cool! Any method that consistently gives valid paths is a valid method, the only concern then is the cost and it's ability to deal with realistic game geometry. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Aily Posted October 14, 2012 Author Share Posted October 14, 2012 the only concern then is the cost and it's ability to deal with realistic game geometry. I was thinking about it, and will add another geometry types here (sphere,poly) and this can be used in little games, where just need to find path and send NPC by it. Now i think it can helps to make little strategy, or simple shooter with field and unwalkable areas on it (houses, trees, stones...) Quote "Better" is big enemy of "good" Link to comment Share on other sites More sharing options...
Aily Posted October 14, 2012 Author Share Posted October 14, 2012 Cool! Any method that consistently gives valid paths is a valid method, the only concern then is the cost and it's ability to deal with realistic game geometry. Do you remember Diablo2? world is flat and maked by boxes, so Torchlight have same scene geometry. This little code can possible to make Diablo2 style game, if each wall represent to it AABBs. Quote "Better" is big enemy of "good" Link to comment Share on other sites More sharing options...
tjheldna Posted October 15, 2012 Share Posted October 15, 2012 This is looking promising, the demo worked well. I'll be after some sort of path finding soon so I'd like to give this a crack. I'm not very happy with my implementation of A*. c++ +1 Good work Quote Link to comment Share on other sites More sharing options...
Flexman Posted October 16, 2012 Share Posted October 16, 2012 This is neat. Full marks for out of the AABBox thinking. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
liyonghelpme Posted September 28, 2014 Share Posted September 28, 2014 the method is simple, I think it's suit for small map path finding. I will test that in mobile phone. you are genius. Quote Link to comment Share on other sites More sharing options...
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