[Papervision3D] pathfind not about papervision

Peter Kapelyan flashnine at gmail.com
Wed Jul 4 15:14:06 EDT 2007


You :)

On 7/4/07, Ryan Christensen [draw.logic] <del at kartoon.net> wrote:
>
>  Yeh when you are talking games or even network programming path comes
> into play in almost every game made today.  Either through AI, scripted
> actions, cinematics, fly throughs, camera motions, battles, mocap, etc.
>
> With papervision3d and sandy it is great to have an engine or more so its
> a renderer still with basic movement.  It has increased movement with kits
> like Tweener but the more and more people delve in we will see editors (with
> pathfinding for realtime actions or scripted), making levels, physics,
> pathfinding etc.
>
> For papervision and away3d RTS games pathfinding work here and by bezier
> tweening with Tweener and polygonal labs stuff he is working on there is
> some cool things happening in this area.
>
> When you have scripted actions that are fluid to and put in a container
> you can put motion on that container so for instance you script a helicopter
> flying around.  Well you can apply wind and forces on that path to make it
> seem very dynamic while it is actually just doing repeated scripted motion.
>
> So who's gonna make the RTS engine now?
>
> RYAN CHRISTENSEN
> MCSD C#.NET | MCSD C++ | MCAD.NET <http://mcad.net/> | Java
> Bridgeware.com <http://bridgeware.com/> | eMarketinginc.com
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>
>  ----- Original Message -----
> *From:* Trevor Burton <trevor.burton at virtuefusion.com>
> *To:* Papervision3D at osflash.org
> *Sent:* Wednesday, July 04, 2007 8:17 AM
> *Subject:* Re: [Papervision3D] pathfind not about papervision
>
>
>
> How about enemy AI?
>
>
>
> You want your NPCs to attack your character don't you? Course your do! So
> they use this to find them…
>
>
>
> Now if it's working in 3 dimensions how much of a stretch would it be to
> be aware of orientation? For instance in a dog-fight situation, say, would
> you be able to control the object from lag to lead pursuit – I'm supposing
> there are better solutions…. But I'm just wondering about pathfinding a
> moving object – through a set of obstacles…
>
>
>
> T
>
>
>
> *From:* Papervision3D-bounces at osflash.org [mailto:
> Papervision3D-bounces at osflash.org] *On Behalf Of *Peter Kapelyan
> *Sent:* 04 July 2007 15:31
> *To:* Papervision3D at osflash.org
> *Subject:* Re: [Papervision3D] pathfind not about papervision
>
>
>
> Sorry Paul but,
>
>
>
> Why would anyone EVER use this?
> I can think of a few situations - but you see they are limited...to what
> I've seen and can think possible.
>
> #1 it is a tank/bot that cannot jump or fly - so get rid of Y...
>
> #2 Could possible work in small segments for a terrain type - object - but
> for that - why not just use terrain.
>
>
>
> #3 Can make AI for Final Fantasy Tactics-type characters :)
>
>
> #4 Someone make a map with buildings- and you provide them with quickest
> "walking" route :)
>
> I dunno but you know- there are some uses but - I think without the Y
> there might be more...
>
> Best
>
>
> On 7/4/07, *Paul Spitzer* <paul at fluid.com> wrote:
>
> Yes, sometimes it picks strange routes. I'm not entirely sure why. The
> new version, which has changed just slightly (beyond adding another
> dimension), seems to be a little more consistent. --
> http://www.actionscriptarchitect.com/2007/07/03/a-3d-no-really-its-3d/
>
> Orlando Leite wrote:
> > Ae, I has open this link: http://actionscriptarchitect.com/lab/AStar3D/
> > And I did a example. But the path found not is the sortest path. See the
>
> > pic.
> >
> > http://orlleite.googlepages.com/example_pathfindx13.jpg
> >
> > ------------------------------------------------------------------------
>
> >
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> >
>
>
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