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Program Announcements / Path Finding test

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Slayer
21
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Joined: 15th Nov 2003
Location: CA
Posted: 8th Feb 2004 03:00 Edited at: 8th Feb 2004 05:10
Plese try my path finding demo and tell me what you think.

http://www.the3dresource.com/clients/ivan/PATH.zip


Thanks

I dont know how to spell
The admiral
22
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Joined: 29th Aug 2002
Location:
Posted: 8th Feb 2004 03:41
dont upload bmp images use jpeg or gif.

[href]www.vapournet.com/~flyer[/href]
Slayer
21
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Joined: 15th Nov 2003
Location: CA
Posted: 8th Feb 2004 05:07
Ok Ill upload a jpg.

I dont know how to spell
MikeS
Retired Moderator
21
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Joined: 2nd Dec 2002
Location: United States
Posted: 8th Feb 2004 07:56
Very nice, and it should get the trick done for whatever you need.

Ran smoothly on 1.8ghz 8500Radeon (lol, why am I posting System Specs? 1 a.M)

)

A book? I hate book. Book is stupid.
Slayer
21
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Joined: 15th Nov 2003
Location: CA
Posted: 8th Feb 2004 20:11 Edited at: 8th Feb 2004 20:14
Thanks!

Im trying my best to make it just like Metal Gear Solid 2.
You know like the way the players walk around in that game.

I dont know how to spell
Arkheii
21
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Joined: 15th Jun 2003
Location: QC, Philippines
Posted: 15th Feb 2004 03:51
What kind of pathfinding system are you using? Waypoints or something more flexible like A*? I'm gonna have at this pathfinding thing next time, when I have plenty more free time.

MikeS
Retired Moderator
21
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Location: United States
Posted: 15th Feb 2004 04:04
A neat way of pathfinding(especially for indoor levels) would be to have the object detecting collision along the walls, and when it hits a certain point it rotates 180 degrees.

Basically Pathfinding with waypoints, but with a little extra hard code.

Was that how this pathfinding demo was achieved? Or am I thinking too hard?



A book? I hate book. Book is stupid.
Slayer
21
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Joined: 15th Nov 2003
Location: CA
Posted: 15th Feb 2004 04:14 Edited at: 15th Feb 2004 04:19
Whats A*?

@yellow
Your thinking a little less then I.
Im useing numbers. just to setup four paths
it took 16 lines of code. Sometimes I dont even know
how I did it. I have to go over it, over and over just
so I dont forget. But its flawles. It will allways work the
way I wont it. Also thats the reason why im makeing a engine
so I dont have to do alot of typeing. Ill set up the paths in
the engine.

Maybe when I finsh my game I could show my code on how I did it(maybe).

I dont know how to spell
MikeS
Retired Moderator
21
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Joined: 2nd Dec 2002
Location: United States
Posted: 15th Feb 2004 04:32
A* is the popular alogrimth for pathfinding. I'm not too knowledgeble on the subject, so you'll have to look it up.

@Slayer

The more source the marrier.
16 lines of code is pretty good, and I'm more than interested in seeing how you did it.



A book? I hate book. Book is stupid.
arras
21
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Joined: 3rd Feb 2003
Location: Slovakia
Posted: 15th Feb 2004 22:04
wery good tutorial which helped me to code my own a* pathfinding:
http://www.policyalmanac.org/games/aStarTutorial.htm
Slayer
21
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Joined: 15th Nov 2003
Location: CA
Posted: 15th Feb 2004 22:41 Edited at: 15th Feb 2004 22:47
All this time I was using A*... I never new that!!
Wow im a good coder!

It still depends on the way you code your A*.
because I dont think they use the same way of
code as I do.

Hey could I see a demo on how your path findeing looks?

I dont know how to spell
Slayer
21
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Joined: 15th Nov 2003
Location: CA
Posted: 15th Feb 2004 23:19
HA I tryed the demo of that way. It smells. You dont have controll
over the players.

Its like if you were to get a mazze of some sort and tilt it a little
and por water in it. the water will flow to the opening.

But its still a good way. I like it. I guess I dont use the A*.

I dont know how to spell
hexGEAR
22
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Joined: 3rd Nov 2002
Location: Naytonia
Posted: 16th Feb 2004 15:57
way points are the way to go for games like MGSolid, believe me you have more important things to focus processor time on that A*, besides, guards don't do much wondering around, unless your playing thief that is those guards could chase you from one point of the map to another and keep on going...

arras
21
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Joined: 3rd Feb 2003
Location: Slovakia
Posted: 16th Feb 2004 22:52 Edited at: 16th Feb 2004 22:54
Quote: "Its like if you were to get a mazze of some sort and tilt it a little
and por water in it. the water will flow to the opening."


not realy, try to imagine that you have wall like this:

....1.................
..X...................
..XXXXXXXXXXXXXXXXXX..
......................
..2...................

And you need to get from point 1 to point 2. If A* would work like water, it would take right way, which is wrong since its longer way.
A* pathfinding takes left, shorter way.

Tomorow I will go to Bratislava, Ill try to post demo of my pathfinding for you.

Hexgear>> constant path routines can be OK sometimes, but for most you want to get, it will not be satisfiing.
Slayer
21
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Joined: 15th Nov 2003
Location: CA
Posted: 16th Feb 2004 23:13 Edited at: 16th Feb 2004 23:30
@Hexgear
I wont the bots to chase me all over.

@arras
Yah your right.
But, I just wont a stiff type of path findeing.
But alos that A* takes up alot of pros....
Mine usees little pros.... and will work the way I wont it.

.......A* angle(270)

XXXXXXXXXXX

....B1...B2

Look at this, Say B1 and B2 wonts to goto A*. B1 is going to the left
and B2 is going to the right. But A*'s angle is at 270. A* is going to
see B1 but wont see B2. So you dont have full controll over your bots.
The way I doit I have full controll over the bots. Ide say the A* would be better for like bugs and stuff.

I dont know how to spell
TigerZ
22
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Joined: 12th Oct 2002
Location: Canada
Posted: 23rd Feb 2004 22:08
My game has a* pathfinding in it, its on a 32x32 grid, rans smooth on my old celeron 333, theres about 100 monsters displaying, theres a demo here:

http://www.binary-people.com/game.php?id=29
Slayer
21
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Joined: 15th Nov 2003
Location: CA
Posted: 24th Feb 2004 07:13
Nice game there TigerZ! LOL Your like a comand that can do just
about anything. animater/modeler/stage maker/game maker/ ...

I dont know how to spell
Red general
22
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Joined: 19th Nov 2002
Location: United Kingdom
Posted: 25th Feb 2004 22:23
will you be releasing that 16 line A* on this forum?

My computer melts regulary - perhaps it likes being fondue
Supremacy
20
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Joined: 30th Dec 2003
Location:
Posted: 27th Feb 2004 11:05
ye, please release it please, i really need it, ill model something in return ! do you need any texture or small model for me to do ?

I will make urban chaos 2, ive already concepted the story, its my dream, i wont to go to muky foot

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