irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
I downloaded source, and since I don't have Dev C++, I created Visual Studio projects, and built it against Irrlicht 1.4, I hade to make some modifications in order to build it, and I tried it on RPG example - it all works fine, except one thing I couldn't find whats the problem:
When Waypoints are visible (toggle with V key) other scene objects are messed up. It seems like floor is rendered over the sydney model, and boxes are duplicated, and waypoints are sometimes visible, sometimes not, when you move around, at some places everything looks fine, then when you move, it all messes up again...
when I turn off waypoint - everything looks fine.
any ides?
When Waypoints are visible (toggle with V key) other scene objects are messed up. It seems like floor is rendered over the sydney model, and boxes are duplicated, and waypoints are sometimes visible, sometimes not, when you move around, at some places everything looks fine, then when you move, it all messes up again...
when I turn off waypoint - everything looks fine.
any ides?
This is a problem with the change between 1.3.1 and 1.4... I tried upgrading to 1.4 a while back and this is the problem i saw (though didn't have waypoints turned off at any point so didn't realise it was fine without, so that could be a good clue as to what the problem is.... probably depth writing turned off on waypoints or something.. so thanks for pointing that out!). So when i saw these problems i just went straight back to 1.3.1 as i couldn't be bothered to sort out the graphics problems at that time
What you could try doing is editing CWaypointSceneNode (and CFOVSceneNode probably) and play around with some of the parameters in the material... such as ZWriteEnable... i'm just guessing that could be an issue, i believe its default value changed between 1.3.1 and 1.4...
What you could try doing is editing CWaypointSceneNode (and CFOVSceneNode probably) and play around with some of the parameters in the material... such as ZWriteEnable... i'm just guessing that could be an issue, i believe its default value changed between 1.3.1 and 1.4...
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May you share your project?pera wrote:I downloaded source, and since I don't have Dev C++, I created Visual Studio projects, and built it against Irrlicht 1.4, I hade to make some modifications in order to build it, and I tried it on RPG example - it all works fine
Project homepage: http://fosp.wordpress.com/
Project Forum URL: http://forum.gamedev.vn/index.php?showforum=74
Project Google Group: http://groups.google.com/group/fosproject
Engine Project: http://code.google.com/p/fosengine/
Project Forum URL: http://forum.gamedev.vn/index.php?showforum=74
Project Google Group: http://groups.google.com/group/fosproject
Engine Project: http://code.google.com/p/fosengine/
Halifax did a VS project for IrrAI 0.2 but it's been lost when the host decided to change name and start charging. If anyone can provide VS projects then that'd be great, i need to do that myself, will try to for 0.4. Hopefully i'll have a chance to do some work next week on it!doqkhanh wrote:May you share your project?pera wrote:I downloaded source, and since I don't have Dev C++, I created Visual Studio projects, and built it against Irrlicht 1.4, I hade to make some modifications in order to build it, and I tried it on RPG example - it all works fine
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Oh I didn't know that happened. I can always upload them to a more reliable server now that I have one. So I if you want, I could make a VS project for the newest version, 0.4.JP wrote:Halifax did a VS project for IrrAI 0.2 but it's been lost when the host decided to change name and start charging. If anyone can provide VS projects then that'd be great, i need to do that myself, will try to for 0.4. Hopefully i'll have a chance to do some work next week on it!doqkhanh wrote:May you share your project?pera wrote:I downloaded source, and since I don't have Dev C++, I created Visual Studio projects, and built it against Irrlicht 1.4, I hade to make some modifications in order to build it, and I tried it on RPG example - it all works fine
TheQuestion = 2B || !2B
Hi JP,
This projects is very interesting and I have question for it. Do You plan add NavMesh support for it? Or You planning show FPS example where bot can moves not only on Waypoints links, but on all map places. NavMesh is very easy idea to pathfinding in games, but maybe You have some idea to solved it only with waypoints system? For only traveling mode in game Waypoints are good solution, but in Fight mode I think than it isn't enought.
This projects is very interesting and I have question for it. Do You plan add NavMesh support for it? Or You planning show FPS example where bot can moves not only on Waypoints links, but on all map places. NavMesh is very easy idea to pathfinding in games, but maybe You have some idea to solved it only with waypoints system? For only traveling mode in game Waypoints are good solution, but in Fight mode I think than it isn't enought.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes