Jump to content
  • Advertisement

EdwardVella

Member
  • Content Count

    8
  • Joined

  • Last visited

Community Reputation

100 Neutral

About EdwardVella

  • Rank
    Newbie
  1. EdwardVella

    Get New point from a 3D Vector

    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. EdwardVella

    Get New point from a 3D Vector

    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.
  3. EdwardVella

    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. EdwardVella

    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. EdwardVella

    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. EdwardVella

    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. EdwardVella

    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
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!