Closed GoogleCodeExporter closed 9 years ago
I don't have an example offhand but will try to explain:
Here is a summary of what is going on working backwards:
1) The pathfinder used is a pretty simple A* Pathfinder using a 2D array of
numbers
0-255
The 0-255 The lower the number the more passable the cell is. except 255 =
completely blocked
Each cell is 0.2 meters apart. So a 256x256 is 1280x1280 cells.
2) The passibity numbers are computed based on a hightmap which is a 2D array
of
floats. The passibity is based on how big the jump between adjacent hights
are. if
the jump is 0.2 of hight that means there was a 45 degree incline (still
passible)
if the hight is >0.5 then its considered 255 blocked.
3) Creating the highmap is the barrier where Cogbot code and pathfinding code
gets
fuzzy.
here is what is required: "Basically everything one needs to write a monochrome
graphical client"
a) All bitmaps of scultpy prims - a way to compute 3D meshes
b) prim parent/child relationships
c) prim location/scale/rotation/meshinfo/phantomness
All of this required a fault tollerant Asset/Prim retrieval system.
I *might* be able to extract this into its own library which deserves to be
called
MonochromeGraphicsSupport.dll
though for now would be called CollisionSystem.dll
Becasue it downloads and creates the 3D world pixel by pixel.. in order to
compute
the highmaps
and to do collision detection. it would take a GridClient and an assets folder
path
for downloading.
Original comment by logicmoo@gmail.com
on 29 Jan 2010 at 1:25
Oh I truncated the above post:
Heightmaps is the foot position where a 1.9Hx0.3W imperfect spherebody can be
moved
around based on gravity. The amount of hieght the object has to move up or down
is
the amount of blockedness between cells. If the but if the spherebody bumps
its
head it'll get a 255. sometimes a gradual incline will allow the spherebody to
climb
a ramp outside the original ground plane. But all this helps the bot discover
hollowness of objects and avoid falling off cliffs and walk arround in complex
sculpty houses.
The problem I run into at the moment is the week it might take to get Cogbot to
start using the servics of a new API for a retrieval system for prims and
meshing in
CollisionSystem.dll.. I can say w/in a couple months this week might be able to
be
made.
Original comment by logicmoo@gmail.com
on 29 Jan 2010 at 1:48
Yeah that would be extremely helpfull... A true pathing that is fast would rock.
Original comment by Xot...@gmail.com
on 21 Mar 2010 at 6:28
COmplete: See PathFinding3D.dll
Original comment by logicmoo@gmail.com
on 1 Jul 2012 at 8:13
Original issue reported on code.google.com by
Xot...@gmail.com
on 24 Jan 2010 at 2:52