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Pathfinding

by greeniekin on 12/13/2014 09:02, 3 messages, last message: 12/14/2014 12:56, 1268 views, last view: 04/25/2024 01:14

Many engines are using nav messhes. Using convex shapes to allow a bot to move to any exact point within it.

Where as cube2 bots can only move on a line. Which has to be generated by a player walking around the map in a special mode.

I was thinking that there might be another possible way. That doesn't require running everywhere on a map.

The empty branches of an octree will automatically be very large space and will all be convex. Which would be handy for especially if anyone wanted flying path finding.

Though it fails soon as you distort a cube. The empty space with in that cube may be concave and the path finding would not work without some pre-processing anyway. Pre-processing per cube as it is edited may not be so bad. if it is for these edge cases may not be so bad. Though still not as optimised as a fully generated nav mesh.

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#1: ..

by Papriko on 12/13/2014 11:47

Welp, happy coding.

Also, how would it react to glitched out cubes? Most of them are not used on maps, but there are some which people DO use, such as the oneway (e.g. the doors on europium) or the ice-glitch (e.g. on siberia).

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#2: Re: ..

by greeniekin on 12/14/2014 02:37, refers to #1

At it's simplest level that I described it would not handle glitched cubes, or static models.

I am wondering if any of the creators(who are no doubt smarter than me) considered this? and if they did why did they not choose it.

I might give it a try if I can find the time and manage to understand the cube2 code.

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#3: Re: ..

by Papriko on 12/14/2014 12:56, refers to #2

Overall the code's actually quite straight forward. The most bot functions are in the fpsgame/ai.h and fpsgame/ai.cpp

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