Blockland Forums > Modification Help
Navmesh / Pathfinding WIP
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Trogtor:
holy stuff. incredible
Conan:
im collapsing at how good this is wtf
Crook:
The node collapsing algorithm leaves much to be desired: There's many instances where nodes can be collapsed further and it's probably more time complex than it needs to be. However, it's certainly worth it. Generating node links on Afghan was a process that used to take around 47 minutes, it now takes less than 20 seconds.





If those green lines look like nonsense don't worry, they are, they only show which nodes shared a boundary, they're not the final paths bots will take
Masterlegodude:



For real though, this is some advanced stuff i didn't think Blockland (or Torque for that matter) would be capable of
Kyuande:
This is a very neat project!
 

--- Quote from: Masterlegodude on August 03, 2020, 04:11:07 PM ---[img height=300 ]https://3.bp.blogspot.com/-EOowSVy8V-8/VS1t0OHHyHI/AAAAAAAAB7Y/CHpaXqjtXkE/s1600/Untitled.jpg[/img]
For real though, this is some advanced stuff i didn't think Blockland (or Torque for that matter) would be capable of

--- End quote ---
It's possible for sure, but efficiency is our issue. I see people shift bit numbers around, or use local/global variables. Methods matter! Of course.. DLLs are an option to process calculations faster.
When I was hosting Tower Defense a few months ago I ran into issues, mainly because script object path finding and using more script objects for node locations. This inspires me to fix the pathfinding I had.

I wanted to eventually make a boundary node system where what you plant is where it goes but cannot pass itself, lets say you make a ring and an inner ring so the bots cant use the middle or vise versa
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