Page 4 of 4

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

Posted: Fri Jan 31, 2020 16:34
by sorcerykid
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.

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

Posted: Sun Jul 12, 2020 15:44
by Gundul
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. :)

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

Posted: Wed Jul 22, 2020 18:41
by Sokomine
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.

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

Posted: Thu Jul 23, 2020 04:38
by Gundul
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 :)