Search found 16 matches

by mohsenz2006
Wed Sep 05, 2012 1:53 pm
Forum: Beginners Help
Topic: Smoothing pathfinding
Replies: 5
Views: 984

Re: Smoothing pathfinding

Maybe this will help http://www.gamasutra.com/view/feature/3096/toward_more_realistic_pathfinding.php I've studied the link you introduced to me but unfortunately the source file has been removed. I hope you have download it before. I have a problem in the function Walkable(pointA, pointB) and I'm ...
by mohsenz2006
Tue Aug 28, 2012 7:21 pm
Forum: Beginners Help
Topic: Smoothing pathfinding
Replies: 5
Views: 984

Re: Smoothing pathfinding

Thank you. I will read it and if I would have any problems I ask.
by mohsenz2006
Tue Aug 28, 2012 6:18 pm
Forum: Beginners Help
Topic: Smoothing pathfinding
Replies: 5
Views: 984

Smoothing pathfinding

Hi. I'm using A* algorithm for pathfinding and it's working fine. Now I want to know how I can smooth this path (especially on turns). is there any algorithm to do this? should it be done during the pathfinding or after the path is find?
by mohsenz2006
Thu Aug 16, 2012 9:00 am
Forum: Beginners Help
Topic: Rotate an object towards another object
Replies: 6
Views: 617

Rotate an object towards another object

I have 2 objects in my scene and I want them to rotate towards each other so that they can meet each other face to face or either of them look at the other one. something like look rotation or stuff like that. is there any built-in functions to do that or it requires some math calculations?
by mohsenz2006
Sun Aug 12, 2012 10:34 am
Forum: Beginners Help
Topic: Steering Behavior and A*
Replies: 1
Views: 338

Steering Behavior and A*

Hi all. I'm not sure if I'm posting this topic in the right place and please correct me if I'm wrong. I'm about to implement steering behaviors and would like to know how I could combine it with A* on a navigation mesh if it's necessary. I have the pursuit function very simple: core::vector3df Pursu...
by mohsenz2006
Thu Aug 09, 2012 9:00 am
Forum: Beginners Help
Topic: Working with Terrain
Replies: 15
Views: 1099

Re: Working with Terrain

CuteAlien wrote:This was just a very high-level description - the real work is in the details. But maybe it gives you a start.
Thank you for explaining clearly and at least in part. I think I know what to do now. :)
by mohsenz2006
Tue Aug 07, 2012 7:22 am
Forum: Beginners Help
Topic: Working with Terrain
Replies: 15
Views: 1099

Re: Working with Terrain

I'm sorry if I wasn't so clear. simply I would like to program a project like recastnavigation but not so complex. just for a terrain. for more simplicity, I try to keep it static with bots of regular size. even without any obstacles (just for start. I can optimize it later) I'm not sure if I can ha...
by mohsenz2006
Mon Aug 06, 2012 7:39 pm
Forum: Beginners Help
Topic: Working with Terrain
Replies: 15
Views: 1099

Re: Working with Terrain

thank you. I downloaded the recastnavigation project. but what if I want to start it from scratch. I mean I like to generate a navigation mash myself. is it really a hard thing to do? what do you suggest me? I have read some books about pathfinding and navigation mesh. They describe everything well ...
by mohsenz2006
Sat Aug 04, 2012 5:32 pm
Forum: Beginners Help
Topic: Working with Terrain
Replies: 15
Views: 1099

Re: Working with Terrain

OK I understand it. But do I need an editor to create a mesh for AI and is it just the so-called navmesh or something different? Or I can do it just by programming? for example I have a terrain in which I want to generate a mesh for AI. could I do it just through coding in Irrlicht?
by mohsenz2006
Thu Aug 02, 2012 7:41 pm
Forum: Beginners Help
Topic: Working with Terrain
Replies: 15
Views: 1099

Re: Working with Terrain

I'm sorry you said an own mesh? what's that supposed to be?
by mohsenz2006
Thu Aug 02, 2012 4:37 pm
Forum: Beginners Help
Topic: Working with Terrain
Replies: 15
Views: 1099

Re: Working with Terrain

when I read AI books, almost all of them use grid-based graphs with squares of regular sizes. but a terrain's triangles sometimes vary in size. does it make any problem in path-finding?
by mohsenz2006
Wed Aug 01, 2012 9:28 am
Forum: Beginners Help
Topic: Working with Terrain
Replies: 15
Views: 1099

Working with Terrain

is there any way to get all he vertices and edges of a terrain in irrlicht?
by mohsenz2006
Tue Jul 31, 2012 6:20 pm
Forum: Beginners Help
Topic: Pathfinding in 3d space
Replies: 8
Views: 2272

Re: Pathfinding in 3d space

thank you all. you were great.
by mohsenz2006
Tue Jul 31, 2012 2:26 pm
Forum: Beginners Help
Topic: Pathfinding in 3d space
Replies: 8
Views: 2272

Re: Pathfinding in 3d space

I've been trying it for hours but couldn't find any thing useful so far. I've also read some game AI books but none of them describes how to generate navigation mesh. I know that in Irrlicht we can set up a Triangle Selector and through it we can get the triangles of a mesh. but I'm not sure if I'm ...
by mohsenz2006
Tue Jul 31, 2012 1:43 pm
Forum: Beginners Help
Topic: Pathfinding in 3d space
Replies: 8
Views: 2272

Re: Pathfinding in 3d space

you were so helpful guys but aren't there any references, sample codes or stuff like that on how to generate a navigation mesh and/or defining walkable areas? I'm new to Irrlicht and need some more help.