[mod] New Pathfinder [wip][pathfinder]

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sorcerykid
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Re: [mod] New Pathfinder [wip][pathfinder]

by sorcerykid » Post

Wuzzy wrote:I'm still waiting for sorcerykid's pathfinder to appear.
Rest assured, that and Ratio Workspace are highest on my priority list, once I get my server back up and running.

After the discussion on GitHub, it gave me some pause to rethink the hint map analyzer more to be as generalized as possible. I'm still brainstorming about the implementation, as I want it to be robust, of course, but also easy to port to CPP. Since the pathfinder logical itself is already fully working, I'll probably opt for something really simple for the initial prototype of the analyzer component.

u18398

Re: [mod] New Pathfinder [wip][pathfinder]

by u18398 » Post

I just found this a short while ago and implemented today for mobkit and wildlife mod.
It is pretty fast enough and works reliently so far.
No chance to run from the wolf XD

That would be really nice if I could tell the pathfinder about swimming, flying or climbing
abilities of my mobs. :)

Sokomine
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Re: [mod] New Pathfinder [wip][pathfinder]

by Sokomine » Post

Gundul wrote: No chance to run from the wolf XD
*Open door* *step through* *close door* Wolf hopefully stays outside :-)

It's sadly more tricky if the mobs are supposed to be intelligent and able to operate doors and the like.
A list of my mods can be found here.

u18398

Re: [mod] New Pathfinder [wip][pathfinder]

by u18398 » Post

Sokomine wrote:
Wed Jul 22, 2020 18:41
Gundul wrote: No chance to run from the wolf XD
It's sadly more tricky if the mobs are supposed to be intelligent and able to operate doors and the like.
It is a good start that they now already know the difference between open and closed doors. Anything
else can be solved with some investment of time :)

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snoopy
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Re: [mod] New Pathfinder [wip][pathfinder]

by snoopy » Post

sorcerykid wrote:
Fri Jan 31, 2020 16:34
Wuzzy wrote:I'm still waiting for sorcerykid's pathfinder to appear.
Rest assured, that and Ratio Workspace are highest on my priority list, once I get my server back up and running.
@sorcerykid - Dont't want to bother you but would be quite interested of any development news.

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sorcerykid
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Re: [mod] New Pathfinder [wip][pathfinder]

by sorcerykid » Post

I apologize that I still haven't released my Lua-based pathfinder mod. It's basically 80% completed (like so many of my projects, I get near finished and then sidetracked onto something else). Currently it's working and even used on the JT2 server since March 2019, so it's definitely stable. However, one of the key features that's missing is dynamic terrain caching API, which is in a half-developed state.

I'll try to put it back on my priority list again, as I really do want to get it released!

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snoopy
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Re: [mod] New Pathfinder [wip][pathfinder]

by snoopy » Post

Would be very nice and I have high expectations.
sorcerykid wrote:
Sat Dec 24, 2022 02:59
I'll try to put it back on my priority list again, as I really do want to get it released!
Highly appreciated.

Thank you very much indeed. Thumbs up.

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Phii
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Re: [mod] New Pathfinder [wip][pathfinder]

by Phii » Post

@burli would it be possible to release to current code (the one in the github repo) under an open source license (e.g. MIT)? Because as it is now this isn't rlly usable as part of any game, or modifyable by anyone for use in their own mod, bc there isn't any license anywhere.

I'd greatly appreciate it bc then i'd be able to use the code as part of my own game :D

(Also, great job on everything!!)

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Wuzzy
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Re: [mod] New Pathfinder [wip][pathfinder]

by Wuzzy » Post

I second that.

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