Argorha Pathfinding (In a polygon soup)

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Argorha Pathfinding (In a polygon soup)

Postby bibiteinfo » Wed Dec 10, 2008 4:20 am

Hi guys,

I'm the author of the Argorha Pathfinding https://sourceforge.net/projects/argorha/

I've made an integration of my Argorha Pathfinding into Irrlicht engine for demo of my pathfinding. I'm not 100% satisfied yet, but it works and I might not rework on it soon.

I've used the collision demo pretty much as is and added necessary code. The code is on the svn. The demo can be downloaded here : http://downloads.sourceforge.net/argorha/Argorha_Pathfinding_0_4.zip?use_mirror=

So screenshot :

Image

Have fun trying it and maybe integrating it into your engine :)
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Postby Virion » Wed Dec 10, 2008 4:29 am

why is there a sharp curve at the upper lright? is it moving up a stair or somehting? looking good.
Last edited by Virion on Wed Dec 10, 2008 4:52 am, edited 1 time in total.
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Postby Halifax » Wed Dec 10, 2008 4:38 am

Yeah that does look cool, and pretty advanced. Good job bibiteinfo.
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Postby bibiteinfo » Wed Dec 10, 2008 4:41 am

Thanks Halifax,

For Virion, yep it's the finish of a stair. And it's in the right of the picture, I was searching in the left :lol:
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Postby Virion » Wed Dec 10, 2008 4:53 am

bibiteinfo wrote:Thanks Halifax,

For Virion, yep it's the finish of a stair. And it's in the right of the picture, I was searching in the left :lol:

opps :oops: :lol:
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Postby bull » Wed Dec 10, 2008 12:19 pm

Nice work. Bye bye waypoints
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Postby Nadro » Wed Dec 10, 2008 3:37 pm

It's very interesting. Great work :)
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Postby link3rn3l » Wed Dec 10, 2008 10:23 pm

is excellent, as it knew, but when i try to move from ogre to irrlicht, I was very bad,

i will use this with my project(Bennu3D), which is a 3d wrapper for the language bennu,

this project is excelent..!!!!

question.. limits?



thx....






...
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Postby bibiteinfo » Thu Dec 11, 2008 2:36 am

Well limits is what is not done yet, so systems like elevator and ladders are not working. There is some glitch with the A*.

The demo wasn't on the SVN, I've move things to other places and now you can run the demo from the src easily. It's in demo/Irrlicht.
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Postby psychophoniac » Thu Dec 11, 2008 2:59 pm

wow I'm impressed, i thought A* algorithms only work for 2D...

suggestions:
-since it is loading very long for generating the pathfinding data, why don't you store it to an file and load it on startup? the map doesn't change, so...
-it seems like longer ways are not working correctly, you might have an eye on that.
-maybe you can add an extend feature for an path (left mouse sets new, right adds an point to the existing one)
-those boxes are not shown, when not looking at the map, do you want this to be like this?

i've got a question too, what does the red and the blue color of the boxes mean?

stats on my pc (might help?):
i loaded (full map generation) about 2 minutes, and FPS were around 20 on winXP, AMD sempron 2800, nVidia Geforce 4MX 400, 512mb DDR400, normal collision demo is around 30 FPS.
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Postby bibiteinfo » Thu Dec 11, 2008 6:37 pm

psychophoniac wrote:wow I'm impressed, i thought A* algorithms only work for 2D...

suggestions:
-since it is loading very long for generating the pathfinding data, why don't you store it to an file and load it on startup? the map doesn't change, so...
-it seems like longer ways are not working correctly, you might have an eye on that.
-maybe you can add an extend feature for an path (left mouse sets new, right adds an point to the existing one)
-those boxes are not shown, when not looking at the map, do you want this to be like this?

i've got a question too, what does the red and the blue color of the boxes mean?

stats on my pc (might help?):
i loaded (full map generation) about 2 minutes, and FPS were around 20 on winXP, AMD sempron 2800, nVidia Geforce 4MX 400, 512mb DDR400, normal collision demo is around 30 FPS.


Yep, A* is not just for 2D and not just for finding a path.
As for your suggestions :
-Loading and Saving in the file seems to be a good idea for the demo. In the code I don't think it's worth it, since I find myself to change the sectors/portals generation code pretty often. (This code is engine specific)
-The longer ways are the glitch I was talking about.
-Extended feature seems like a good idea, my only problem with it is that I don't want to complexify the demo code. There's a complete demo in GOOF, which is about 2 000 lines of code just to make it work the right way it should be used, with threading and dynamic recalculation. It was a demo which wasn't really friendly user, and I think not a lot of people really tried it.
-Well I've used the default way to create boxes in Irrlicht, I don't know if there's any other way.

Red is for sectors and blue for portals. My pathfinding is heavily based on http://www.gamasutra.com/features/20020405/smith_pfv.htm

The performance are normal, the generation of the boxes are supposed to be an offline process and I've just used a list to store them, for simplicity. The drop in FPS is due to the number of boxes shown.


To improve the A*, check this page : http://argorha.wiki.sourceforge.net/Pat ... ith+tought
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Postby marrabld » Sun Jan 04, 2009 6:44 am

Great Job!

I can only get it to find very short paths, say a few boxes. Am I doing something wrong or is it limited to short paths?

Cheers
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Postby christianclavet » Mon Jan 05, 2009 10:44 pm

Wow! This is really cool!

We could use this to support occlusion culling with your portal system!

The portals look like what I see when I'm hammer!

Really nice!
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Postby bibiteinfo » Tue Jan 06, 2009 7:47 pm

marrabld wrote:Great Job!

I can only get it to find very short paths, say a few boxes. Am I doing something wrong or is it limited to short paths?

Cheers


Seems strange, I know there's some glitch where sectors dosen't connect correctly. But are you in the complete or partial mode in the demo? Also in the pathfinding the ladders and falling and stuff like that are not supported yet, so that's normal if the path is from one level to another it won't connect.

@christianclavet Yep, with a few modifications it could be used as a portal system for occluding.
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Postby marrabld » Thu Jan 15, 2009 12:17 pm

I am in complete mode, not sure why its not working. I tried your binary file in Vista. I would love to see a complete stand alone library with API for any quake map. but that might be expecting a bit much I suppose ;-).
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