Rogus
Member
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Empty AreaPath
In our game we are using pathfinding but only for static obj. I'm trying mark on world areas places where are my dynamic objects ("robociki") lilke in EE1.0 but World.pathGet all the time returns me null. Game::World.path() is constant... Somebody did pathfinding for dynamic objects ?
Here is test code.
Code:
Game::Area*tmp_area_ptr = Game::World.areaLoaded(Game::World.worldToArea(robociki[0].pos()));
if(robociki.elms() && tmp_area_ptr)
{
Game::World.pathGet(tmp_area_ptr->xz())->walkable(0, 0, false);
}
(This post was last modified: 05-12-2013 04:17 PM by Rogus.)
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05-12-2013 04:16 PM |
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Esenthel
Administrator
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RE: Empty AreaPath
Hello
AreaPath is the old 2D pathfinding system (used only in 1.0, not available in 2.0, where Game.World.path is used only - recast)
please try using PathObstacle for Game.World.path or use custom obstacle avoidance algorithm (just like I do in Esenthel RTS)
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05-12-2013 04:50 PM |
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Rogus
Member
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RE: Empty AreaPath
Thank you for quick replay. That's very simple
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05-12-2013 05:11 PM |
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Rogus
Member
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RE: Empty AreaPath
Method with PathObstacle is working but very slow and cant be used for object like player or bot. What about algorithm in Esenthel RTS? I don't have that game and i want to be sure before purchase. Is that algorithm working with Esenthel pathfinding? It's fast enought to be used for many (20) objects like bots?
(This post was last modified: 05-13-2013 06:33 PM by Rogus.)
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05-13-2013 06:32 PM |
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Esenthel
Administrator
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RE: Empty AreaPath
Alrogirthm in Esenthel RTS is very fast and designed for many dynamic objects on the scene.
However it works only as following:
-detects nearby characters/buildings/objects and adjusts movement direction to move towards left/right to avoid them
Yes it works well with existing pathfinding recast/navmesh.
I recommend checking it out.
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05-16-2013 03:57 PM |
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