Opensteer and Irrlicht

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dhenton9000
Posts: 395
Joined: Fri Apr 08, 2005 8:46 pm

Opensteer and Irrlicht

Post by dhenton9000 »

Anybody using OpenSteer for flocking and AI?
http://opensteer.sourceforge.net
omaremad_

Post by omaremad_ »

No not very useful unless you want to make racing ai
Guest

Post by Guest »

Actually, it's very useful. I'm using it to control a number of *searching* entities that can react to a *searchable* entity and it's working fairly well. Will it work with Irrlicht? I should as it's C++ oriented though I haven't gotten far enough along in my game development to look at full integration yet.
dhenton9000
Posts: 395
Joined: Fri Apr 08, 2005 8:46 pm

Post by dhenton9000 »

IntMain wrote:Actually, it's very useful. I'm using it to control a number of *searching* entities that can react to a *searchable* entity and it's working fairly well. Will it work with Irrlicht? I should as it's C++ oriented though I haven't gotten far enough along in my game development to look at full integration yet.

I've got it working with Newton,Irrlicht and the Opensteer code. Works like a champ. IntMain, if you aren't using it in Irrlicht, can I ask what you are using it in?
jam
Posts: 409
Joined: Fri Nov 04, 2005 3:52 am

Post by jam »

dhenton9000 wrote: I've got it working with Newton,Irrlicht and the Opensteer code. Works like a champ. IntMain, if you aren't using it in Irrlicht, can I ask what you are using it in?
If you wouldn't mind could you please post a code example or a tutorial on how to get it working in irrlicht?
buhatkj
Posts: 444
Joined: Fri Dec 12, 2003 4:53 am
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dude....

Post by buhatkj »

I've got it working with Newton,Irrlicht and the Opensteer code. Works like a champ. IntMain, if you aren't using it in Irrlicht, can I ask what you are using it in?
Yeh man, totally lets see some demo code :D
I have a nice thing going with newton and irrlicht together, but all I really did was improve the interface for the same stuff mercior had done.
I have been picking through opensteer for a while, learning how it works, but I havent had the time to tyr and actually slap it together.
The bit I'm most interested in is how you have handled obstacles. The only type of default obstacle supported in Opensteer is spherical, and I would want to make mesh-based obstacles. I figured I could hack up something maybe using irrlicht's triangle selecter to detect collisions, or even use my newton collisions(though that wouldnt work so well with mesh-based newton collisions).
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
dhenton9000
Posts: 395
Joined: Fri Apr 08, 2005 8:46 pm

Post by dhenton9000 »

Well, its not too fancy, all it does is pull the forces from the Opensteer steer functions and apply them. The real accomplishment was getting it to compile. I'm going to do some work on collisions and then I'll put the demo up.

I did read the collision code and it seems that it looks to the edge or silloutte as a indicator to bypass, which means you'd need some way to determine the edge of your mesh.
buhatkj
Posts: 444
Joined: Fri Dec 12, 2003 4:53 am
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opensteer

Post by buhatkj »

i look forward to it :-)
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
jam
Posts: 409
Joined: Fri Nov 04, 2005 3:52 am

Post by jam »

I second that.
dhenton9000
Posts: 395
Joined: Fri Apr 08, 2005 8:46 pm

Post by dhenton9000 »

I've completed the demo and you can read about it here

http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=10275
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