• Advertisement

EdwardVella

Member
  • Content count

    8
  • Joined

  • Last visited

Community Reputation

100 Neutral

About EdwardVella

  • Rank
    Newbie
  1. Get New point from a 3D Vector

    [quote name='jyk' timestamp='1302720460' post='4798068'] Are you getting the right results? If not, perhaps you could post the relevant code so we can take a look. [/quote] right now im still building my code, i still need to compile it to give me a good value. hopefully by tomorrow i will get the code up and running. But i took a look at some other code of a similar project and my equation and that one matched.now i just need to check it out. will get back to you ASAP. thanks for all the help EDIT: Sorry for the late reply, it works well.
  2. Get New point from a 3D Vector

    [quote name='jyk' timestamp='1302691719' post='4797889'] If 'direction' is unit length, that equation will give you a point [i]distance[/i] units from [i]Origin[/i] in the direction of [i]direction[/i]. So if that's what you're after, then yes, that looks right. More generally, the distance will be in units of |distance|, which will be 1 if 'distance' is unit length. [/quote] Let me expand on what i am doing, to make sure we are on par. I'm working with steering behaviours, and i need to check how far a "vehicle" is away from a wall. I need to get the 3 points in the green circles in terms of Vectors. Each line green, orange and blue are all direction vectors of type Vector 3D. the point of origin is a vector 3D point as well, the distance is a normal decimal number that i had retrieved using ray calculations. [img]http://img814.imageshack.us/img814/5656/rectanglee.png[/img]
  3. Get New point from a 3D Vector

    Hello, i want to make sure the equation i am using is correct. Scenario: I made a ray cast to retrieve the distance from a point of origin, with a given direction vector and with those two i have the new distance. In order to calculate the new distance. is this equation correct. New Vector = Origin + direction * distance
  4. Pathfinding animation question

    Thanks, Will take a look at these
  5. i have implemented my path finding algorithm and now it works using without collision detection without multiple agents. I am going to implement the steering behaviours for the agents so that they can steer away from other agents, but during the planning stages i have run into the problem to see how i can make my agents "stick" to my navigation mesh. Does anyone have any suggestions or know about some papers which can help me solve this problem? Thanks
  6. Navmesh A* path finding

    hi sorry for the late reply, i am going to try out the octree method, and if it fails, then i am going to resort to going through all the triangles, to find the selected polygon.
  7. Navmesh A* path finding

    The problem with what you said is that i have to discuss this with my lectuer, since this is going to be for my thesis, i am doing pathfinding in a 3d environment using multiple agents. so i have to check about these open source things. thanks for the help
  8. Navmesh A* path finding

    Hello, i am using a navmesh for pathfinding in my 3d environment, but i encountered a problem, when it comes to the actual path finding. my navmesh is composed of multiple triangles all enclosing a 3d space. in order to start path finding i have to give a starting point, but i dont know how i will be able to find the polygon(triangle) that point. I was thinking if i were to use the naieve way of checking every possible triangle in my mesh that i have, but that would take alot of processing power if i were to use multiple agents. Any one has better suggestions? Thanks in advance
  • Advertisement