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Dir3d-l Digest, Vol 8, Issue 18

Dir3d-l Digest, Vol 8, Issue 18

2004-01-13       - By dir3d-l-request@(protected)

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Today's Topics:

  1. Dir 3D pathfinding (webmaster@(protected))
  2. Re: Dir 3D pathfinding (Neto)
  3. Re: Dir 3D pathfinding (webmaster@(protected))
  4. Re: Dir 3D pathfinding (Neto)
  5. Re: Dir 3D pathfinding (Don Relyea)


-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- --

Message: 1
Date: Tue, 13 Jan 2004 07:15:59 -0500
From: webmaster@(protected)
Subject: [Dir3d-l] Dir 3D pathfinding
To: "dir3d-l@(protected)" <dir3d-l@(protected)>
Message-ID: <1073996159.4003e17f70905@(protected)>
Content-Type: text/plain; charset=ISO-8859 (See http://ISO-8859.ora-code.com)-1

Anyone know of a pathfinding algorithm for Director 3D?  I'm sure it has been
done..perhaps it's time to write my own..but even if I do, it would be nice to
see a successful one already scripted

thanks



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Message: 2
Date: Tue, 13 Jan 2004 11:32:21 -0000
From: "Neto" <neto@(protected)>
Subject: Re: [Dir3d-l] Dir 3D pathfinding
To: dir3d-l@(protected)
Message-ID: <20040113143221.19342.qmail@(protected)>
Content-Type: text/plain; charset="iso-8859 (See http://iso-8859.ora-code.com)-1";

http://www.station-zero.com/medion/demos/pathfind.htm

An implementation of Djistra's algorithm. I did it based on the
"pre-calculated pathfinding" article from gamedev.net.

The article:
http://www.gamedev.net/reference/articles/article1841.asp

I can send the source... when I find it.
The source lacks some commenting and some cleaning (I added lotsa comments,
but a core script is fully uncommented still), but it should get you
started. It contains two main functions that work together: the first one
builds a "map" from a set of "nodes" in a 3D scene (modes/groups with some
sort of identification). It uses 3 modelsUnderRay tests between all nodes to
determinate neighborhood. It also can split the map in sectors (via
userdata), and supports some nodes to act as doors between sectors (this
greatly reduces the map generation time and the size of the pre-calculated
pathlist).

The other function is the pathfinding itself, and the system supports the
pre-calculation of all paths in the map (according to the article). That way
I can use a much simplier pathfinding routing further during execution time,
that is simple a bunch of list reading.

-- ------ Original Message -- -----
From: dir3d-l@(protected)
To: "dir3d-l@(protected)" <dir3d-l@(protected)>
Subject: [Dir3d-l] Dir 3D pathfinding
Date: 13/01/04 13:00


Anyone know of a pathfinding algorithm for Director 3D? I'm sure it has been
done..perhaps it's time to write my own..but even if I do, it would be nice
to
see a successful one already scripted

thanks



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Message: 3
Date: Tue, 13 Jan 2004 10:18:15 -0500
From: webmaster@(protected)
Subject: Re: [Dir3d-l] Dir 3D pathfinding
To: Neto <neto@(protected)>,   "dir3d-l@(protected)"
  <dir3d-l@(protected)>
Message-ID: <1074007095.40040c3707572@(protected)>
Content-Type: text/plain; charset=ISO-8859 (See http://ISO-8859.ora-code.com)-1

wow. thanks. if it used 3 rays, is it slow?

Quoting Neto <neto@(protected)>:

> http://www.station-zero.com/medion/demos/pathfind.htm
>
> An implementation of Djistra's algorithm. I did it based on the
> "pre-calculated pathfinding" article from gamedev.net.
>
> The article:
> http://www.gamedev.net/reference/articles/article1841.asp
>
> I can send the source... when I find it.
> The source lacks some commenting and some cleaning (I added lotsa comments,
> but a core script is fully uncommented still), but it should get you
> started. It contains two main functions that work together: the first one
> builds a "map" from a set of "nodes" in a 3D scene (modes/groups with some
> sort of identification). It uses 3 modelsUnderRay tests between all nodes to
> determinate neighborhood. It also can split the map in sectors (via
> userdata), and supports some nodes to act as doors between sectors (this
> greatly reduces the map generation time and the size of the pre-calculated
> pathlist).
>
> The other function is the pathfinding itself, and the system supports the
> pre-calculation of all paths in the map (according to the article). That way
> I can use a much simplier pathfinding routing further during execution time,
> that is simple a bunch of list reading.
>
> -- ------ Original Message -- -----
> From: dir3d-l@(protected)
> To: "dir3d-l@(protected)" <dir3d-l@(protected)>
> Subject: [Dir3d-l] Dir 3D pathfinding
> Date: 13/01/04 13:00
>
>
> Anyone know of a pathfinding algorithm for Director 3D? I'm sure it has been
> done..perhaps it's time to write my own..but even if I do, it would be nice
> to
> see a successful one already scripted
>
> thanks
>
>
>
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> This mail sent through IMP: http://horde.org/imp/
>
> __ ____ ____ ____ ____ ____ ____ ____ ____ ____
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Message: 4
Date: Tue, 13 Jan 2004 13:13:47 -0000
From: "Neto" <neto@(protected)>
Subject: Re: [Dir3d-l] Dir 3D pathfinding
To: dir3d-l@(protected)
Message-ID: <20040113161347.19829.qmail@(protected)>
Content-Type: text/plain; charset="iso-8859 (See http://iso-8859.ora-code.com)-1";

The raycasting is only used when building the map (basically a complex
list/property list setup). Then you can store the map somewhere (text
member, a shockwave3d member userdata, etc) during authortime and simply
load it during runtime.

So the map generation can flavor accuracy over speed. The rays are used to
determinate if a node is directly reachable from another node. It casts a
ray from the node position to the next node position, another slightly moved
to the left and another slightly moved to the right (to simulate a "radius"
for moving bots). If any of them hit something closer than the next node,
the next node is not added to the current node's neighbor list.

-- ------ Original Message -- -----
From: dir3d-l@(protected)
To: "Neto" <neto@(protected)>, "dir3d-l@(protected)"
<dir3d-l@(protected)>
Subject: Re: [Dir3d-l] Dir 3D pathfinding
Date: 13/01/04 16:03


wow. thanks. if it used 3 rays, is it slow?

Quoting Neto <neto@(protected)>:

> http://www.station-zero.com/medion/demos/pathfind.htm
>
> An implementation of Djistra's algorithm. I did it based on the
> "pre-calculated pathfinding" article from gamedev.net.
>
> The article:
> http://www.gamedev.net/reference/articles/article1841.asp
>
> I can send the source... when I find it.
> The source lacks some commenting and some cleaning (I added lotsa
comments,
> but a core script is fully uncommented still), but it should get you
> started. It contains two main functions that work together: the first one
> builds a "map" from a set of "nodes" in a 3D scene (modes/groups with some
> sort of identification). It uses 3 modelsUnderRay tests between all nodes
to
> determinate neighborhood. It also can split the map in sectors (via
> userdata), and supports some nodes to act as doors between sectors (this
> greatly reduces the map generation time and the size of the pre-calculated
> pathlist).
>
> The other function is the pathfinding itself, and the system supports the
> pre-calculation of all paths in the map (according to the article). That
way
> I can use a much simplier pathfinding routing further during execution
time,
> that is simple a bunch of list reading.
>
> -- ------ Original Message -- -----
> From: dir3d-l@(protected)
> To: "dir3d-l@(protected)" <dir3d-l@(protected)>
> Subject: [Dir3d-l] Dir 3D pathfinding
> Date: 13/01/04 13:00
>
>
> Anyone know of a pathfinding algorithm for Director 3D? I'm sure it has
been
> done..perhaps it's time to write my own..but even if I do, it would be
nice
> to
> see a successful one already scripted
>
> thanks
>
>
>
> -- ---- ---- ---- ---- ---- ---- ---- ---- ------
> This mail sent through IMP: http://horde.org/imp/
>
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>




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Message: 5
Date: Tue, 13 Jan 2004 11:05:55 -0500
From: Don Relyea <don@(protected)>
Subject: Re: [Dir3d-l] Dir 3D pathfinding
To: Neto <neto@(protected)>, dir3d-l@(protected)
Message-ID: <v04220800bc29c7912ebd@[67.65.75.234]>
Content-Type: text/plain; charset="us-ascii" ; format="flowed"

I remember reading that article on gamedev.

I would love to take a look at the at script when you find it as
well. that sounds really cool.
Regards,
Don

Don Relyea
don@(protected)
214-340-9284
http://www.donrelyea.com
-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------
BUGLORD RTS game for Windows, Pocket PC, Palm OS
Check it out!
http://www.buglord.com
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End of Dir3d-l Digest, Vol 8, Issue 18
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