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Grid map path finder for TGE
Grid map path finder for TGE
| Name: | Jari | |
|---|---|---|
| Date Posted: | Feb 17, 2008 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Jari |
Blog post
Hi, this is my first blog post.
I have been improving the pathfinding I used in one of my projects and extened it to 3D. It's AStar algorithm , basically, that operates on automatically built 3D grid map on terrain and interiors. So no need to place those nodes manually anymore.
Here's some screen shots for you to look:
img204.imageshack.us/my.php?image=screenshot00200001bc2.jpg
img257.imageshack.us/my.php?image=screenshot00200002vc8.jpg
Many houses, on top of eachother, large grid
Pathfinder Menu
I have also recorded some videos about the player walking though the grid when destination is selected by cliking. Maybe I'll post those later.
Videos:
www.youtube.com/watch?v=yx0l5S4dmMU
www.youtube.com/watch?v=NKzOJ6obihk
www.youtube.com/watch?v=M8rJZ2lU_ww
I have been improving the pathfinding I used in one of my projects and extened it to 3D. It's AStar algorithm , basically, that operates on automatically built 3D grid map on terrain and interiors. So no need to place those nodes manually anymore.
Here's some screen shots for you to look:
img204.imageshack.us/my.php?image=screenshot00200001bc2.jpg
img257.imageshack.us/my.php?image=screenshot00200002vc8.jpg
Many houses, on top of eachother, large grid
Pathfinder Menu
I have also recorded some videos about the player walking though the grid when destination is selected by cliking. Maybe I'll post those later.
Videos:
www.youtube.com/watch?v=yx0l5S4dmMU
www.youtube.com/watch?v=NKzOJ6obihk
www.youtube.com/watch?v=M8rJZ2lU_ww
Submit your own resources!| Steve L (Feb 17, 2008 at 09:31 GMT) Resource Rating: 5 |
| Clint Herron (Feb 17, 2008 at 11:09 GMT) |
| Hans Cremers (Feb 17, 2008 at 11:24 GMT) |
| H.W. Kim (Feb 17, 2008 at 12:47 GMT) Resource Rating: 5 |
| Matt Huston (Feb 17, 2008 at 13:39 GMT) |
| Mike Rowley (Feb 17, 2008 at 16:08 GMT) |
| Kyle Hagin (Feb 17, 2008 at 17:35 GMT) |
| Ed Johnson (Feb 18, 2008 at 03:43 GMT) |
| Edward Smith (Feb 18, 2008 at 04:01 GMT) Resource Rating: 5 |
| Jari (Feb 18, 2008 at 21:41 GMT) |
| Jake T (Feb 19, 2008 at 03:21 GMT) |
| Ramen-sama (Feb 20, 2008 at 04:18 GMT) |
| Jari (Feb 20, 2008 at 07:15 GMT) |
I assume that all the other pathfinding implementations require you to place the nodes (where the player travels) by hand in the editor. This does that automatically.
Ok here are the videos:
www.youtube.com/watch?v=yx0l5S4dmMU
www.youtube.com/watch?v=NKzOJ6obihk
www.youtube.com/watch?v=M8rJZ2lU_ww
And new screen shot:

Link
Edited on Feb 20, 2008 11:15 GMT
| Chris Nehme (Feb 21, 2008 at 06:43 GMT) |
Nice work, man. I'll buy one. :)
| Jake T (Feb 21, 2008 at 23:47 GMT) |
| Devon Winter (Feb 27, 2008 at 02:51 GMT) |
Great work though!
| Jari (Feb 27, 2008 at 21:22 GMT) |
| Jason Gossiaux (Mar 06, 2008 at 03:29 GMT) |
Also, how did you get the node lines to render? I wrote my own fxRenderObject to draw paths, not nodes, but even that became very cumbersome. I had to store every vertex to be rendered as a persistant field, which was a lot of code since I don't think you can store arrays in a persistant field. So I have a whole mess of persistant fields for just 10 nodes... there is also the problem of having to make the renderobject's render box huge so the lines don't vanish when the object is out of sight. I'd love to know what route you took for the green node lines.
Good job with everything. It looks like it is shaping up well.
| Jari (Mar 06, 2008 at 05:27 GMT) |
I have done speed tests but can't say much else than that it works for my game projects fast enough when I set limit for pathfinding nodes. Because the game it self is real time.
| Jason Gossiaux (Mar 06, 2008 at 05:45 GMT) |
| Jari (Mar 11, 2008 at 18:50 GMT) |
| Chris Nehme (Aug 13, 2008 at 01:12 GMT) |
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