Argorha Pathfinding (In a polygon soup)

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bibiteinfo
Posts: 9
Joined: Tue Jul 01, 2008 4:19 pm

Post by bibiteinfo »

If there is a way to know from where to where (Min and max point) a quake map is, I could do it easily.

Anyhow, you can go in the source code in Irrlicht demo and just change the map name. Another way which don't make you compile again would be to copy the quake map and change the name for the name it is actually.

What I could do is to accept a quake map and coordinates as parameters
userdima
Posts: 22
Joined: Wed Jun 04, 2008 8:30 pm

Post by userdima »

Has anybody tried to integrate this with IrrPhysx?
Seems that normal vector returned by RaycastClosestObject is not the same as getCollisionManager's one..
I dont know what to do...
joshua1091
Posts: 23
Joined: Thu Aug 09, 2007 5:16 pm

how to compile

Post by joshua1091 »

hi i have downloaded "Argorha_Pathfinding_04_src.zip" from source forge,i have dev cpp...how do i compile argorha so that i can use it with irrlicht.
even if i have to compile it with other tools,im ready to do it.
do reply to this post,thank you.
link3rn3l
Posts: 81
Joined: Wed Nov 15, 2006 5:51 pm

Post by link3rn3l »

source code available? excelent



dwn...





..
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bibiteinfo
Posts: 9
Joined: Tue Jul 01, 2008 4:19 pm

Post by bibiteinfo »

@Jushua : Here's my compile flag in Visual Studio for the Irrlicht project :
/Od /I "..\include" /I "..\..\..\include" /I "..\irrInclude" /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_VC80_UPGRADE=0x0710" /D "_MBCS" /FD /EHsc /MDd /Fo"..\obj\Debug\\" /Fd"..\obj\Debug\vc80.pdb" /W3 /nologo /c /ZI /TP /errorReport:prompt

linker :
/OUT:"..\bin\IrrPathfinding_d.exe" /INCREMENTAL:NO /NOLOGO /LIBPATH:"..\lib" /LIBPATH:"..\..\..\bin\Debug" /MANIFEST /MANIFESTFILE:"..\obj\Debug\IrrPathfinding_d.exe.intermediate.manifest" /DEBUG /PDB:"c:\Users\Fred\Desktop\Pathfinding\demos\Irrlicht\bin\IrrPathfinding_d.pdb" /SUBSYSTEM:CONSOLE /MACHINE:X86 /ERRORREPORT:PROMPT ArgorhaPathfinding_d.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib

Compile flags for ArgorhaPathfinding :
/Od /I "..\include" /I "..\include\Pathfinding" /I "..\include\Pathfinding\Utilities" /I "..\include\Pathfinding\Utilities\Math" /D "PATHFINDING_EXPORTS" /D "WIN32" /D "_WINDLL" /D "_MBCS" /FD /EHsc /MDd /Fo"..\obj\Debug\\" /Fd"..\obj\Debug\vc80.pdb" /W3 /nologo /c /Wp64 /ZI /TP /errorReport:prompt

linker :

/OUT:"..\bin\Debug\ArgorhaPathfinding_d.dll" /NOLOGO /DLL /MANIFEST /MANIFESTFILE:"..\obj\Debug\ArgorhaPathfinding_d.dll.intermediate.manifest" /DEBUG /PDB:"c:\Users\Fred\Desktop\Pathfinding\bin\debug\ArgorhaPathfinding_d.pdb" /ERRORREPORT:PROMPT kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib

I hope this help.

If you are able to compile it with dev cpp, can you send me the config file? Thank you
Pyritie
Posts: 120
Joined: Fri Jan 16, 2009 12:59 pm
Contact:

Post by Pyritie »

Image

This doesn't look right. D:
Hive Workshop | deviantART

I've moved to Ogre.
netpipe
Posts: 669
Joined: Fri Jun 06, 2008 12:50 pm
Location: Edmonton, Alberta, Canada
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Post by netpipe »

has anyone managed to get this compiled on linux ? i only ran into some hack_map errors and stdext
3DModelerMan
Posts: 1691
Joined: Sun May 18, 2008 9:42 pm

Post by 3DModelerMan »

Will this work with a physics engine in the game too?
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
Virion
Competition winner
Posts: 2148
Joined: Mon Dec 18, 2006 5:04 am

Post by Virion »

Pyritie wrote:This doesn't look right. D:
you sure your character ain't drunk? :lol:
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