Search found 16 matches
- 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 ...
- 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.greenya wrote:Maybe this will help http://www.gamasutra.com/view/feature/3 ... inding.php
- 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?
- 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?
- 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...
- Thu Aug 09, 2012 9:00 am
- Forum: Beginners Help
- Topic: Working with Terrain
- Replies: 15
- Views: 1099
Re: Working with Terrain
Thank you for explaining clearly and at least in part. I think I know what to do now.CuteAlien wrote:This was just a very high-level description - the real work is in the details. But maybe it gives you a start.
- 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...
- 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 ...
- 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?
- 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?
- 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?
- 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?
- 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.
- 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 ...
- 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.