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Messages - hannibalov

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PlayMaker Announcements / Re: Keyboard Shortcuts
« on: July 30, 2013, 10:37:59 AM »
I'd like Ctrl+X to cut  8)

Share New Actions / Re: A* pathfinding (just getting started)
« on: December 16, 2012, 06:15:40 AM »
I'll have a look at the package on monday, but it looks very promissing. Thank you for the wrap up!

Feature Requests / Re: Sub-state machines
« on: December 14, 2012, 11:26:24 AM »
ETA stands for Estimated Time of Arrival. If it's in beta it should get released soon, but soon can mean days, weeks or months.

It would be great for me to know the scale of the wait, because for my project I could choose from different options depending on it. But I see they keep quiet about it. No problem, it's a valid strategy, I'll choose a conservative option and move on as if they are not going to be available

Share New Actions / Re: A* pathfinding (just getting started)
« on: December 12, 2012, 07:48:55 AM »
Hi, I couldn't wait and I decided to implement the FollowTarget action. It works decently with a catch... it's executed as long as you are in a following target state, meaning that you can't set it to follow a target and move on to another state. Anyway, for my project the job gets done, so I just left it like that.

Maybe someone here can improve it. By the way, I was concerned with too many path recalculations, but performance seems ok (100+ agents moving around at 60FPS). If someone knows more about all this, no need to ask for my permission. As this is basically a mashup of kiriri's script, I suppose he would be the one to ask

Share New Actions / Re: A* pathfinding (just getting started)
« on: December 10, 2012, 02:09:09 PM »
Great :)

Another action could be the FollowObject. It should be quite similar to moveTo, just resending the target whenever it moves. I tried to do that today, but I'm concerned with performance (I'm creating a crowd simulation with lots of agents). Is there a better way to just call the StartPath on and on? Maybe GetNewPath would be more efficient

In addition to all this, local avoidance would be great. I'm new to A* pathfinding, so I don't know how they implement that, but watching this video it looks like they solved the problem. It says 3.2, maybe we'll have to wait...

Share New Actions / Re: A* pathfinding (just getting started)
« on: December 10, 2012, 11:17:51 AM »
woops, I found an error. Sending the correction with a little addition to play nice with mecanim. Now you can set the variable that sets the moving animation in mecanim.

I would like to have acceleration also, but I'm not sure how to code that

Share New Actions / Re: A* pathfinding (just getting started)
« on: December 10, 2012, 10:45:53 AM »
Hi, I added angular speed so that agents look towards their next path point. Something cool would be to add a "begin stopping distance" so that you can trigger stop walking animations or so.

PS. I don't care much about credit for just a few lines of code, so if you think this is interesting go ahead and post it without asking

Share New Actions / Re: A* pathfinding (just getting started)
« on: December 09, 2012, 05:44:46 AM »
Hi, I'm interested in this action, but I can't find it  ??? I tried here , but no cigar. Where is it?

(EDIT) idiot of me, it's included in the post. Sorry for that

Feature Requests / Re: Sub-state machines
« on: December 09, 2012, 05:40:31 AM »
wow, awesome! Is there any rough ETA?

Great work guys

Feature Requests / Sub-state machines
« on: December 08, 2012, 07:30:18 AM »
Hi, first things first, I recently bought Playmaker and I am amazed by the work.

Now getting to the point, I read on the roadmap that hyerarchical FSM are planned. I assume this means sub-state machines like in mecanim? Is there a rough ETA on that? I am very very interested in that feature.

About that, will they be generic? Meaning, would sub-FSMs be swappable on runtime? (kind of like inheritance in programming). I'm guessing that would mean hard work, but hey, I'm already amazed, there's no reason not to be amazed twice ;)

Thank you!

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