Hey all!
Here’s my stab at Astar pathfinding.
Please comment for anything you’d like, and keep the readme file to ensure people can ask for support.
[ATTACH]311533[/ATTACH]
Attachments
navmesh.zip (357 KB)
Hey all!
Here’s my stab at Astar pathfinding.
Please comment for anything you’d like, and keep the readme file to ensure people can ask for support.
[ATTACH]311533[/ATTACH]
navmesh.zip (357 KB)
I’m getting nothing when I start the game engine. version 2.57
Ah, that’s because of something they changed, in matrices. hold on.
Changed!
I’ll need to comment this out.
real? but you have made this? now download!!! :evilgrin:
I hope that I do not like to change the motherboard to run it!!
im very interessing
is very light, it seems (for the CPU) well, but the mesh must always be the same length?
yes very fast! chapeau
Newer version without the ‘skipping’
Thansk Marco!
I see them cutting a few corners there but other than that it looks really good, path-finding is so fundamental to implementing AI as such I see it as an extremely important part of any game engine. Very nice work.
Thanks, check the navigation mesh.
I love it!
I will try and use this in my game!
thanks goose!
nav_mesh (2).zip (76 KB)
Added a modular and light weight release.
This is much easier to develop, offering the ability to substitute other algorithms (than A*) for the waypoint search before navmesh refinement. It also uses a KDTree for faster searching.
Currently the Navmesh does not like mixing polygon types. This seems like a bug in the API
Too much light weight?
When I press the magic P key, there’s only some poor red lines flickering like if they’re suffering from “mad cow disease”?
Is this the correct behaviour?
Bye
They’re running at a lower frequency than the render tick rate, so they’re not always drawn.
The issue is an older commit by Campbell.
Well, thank you, but I was meaning…well, nothing happens?
In your first demo, there was a great little action!
Bye
Ah, lovely!
Thank you very much!
Bye
A new update which fixes a pathfinding error (the path wasn’t reconstructed correctly), and also uses a faster KDTree for lookups (Which will speed up pathfinding on large nav meshes)
navmesh_new.zip (95.7 KB)
The performance is amazing, I’m getting only 1-2% of logic.
An error appears in the console, even though everything is working properly.
PD: the error is with your last file.