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RecastNavigation & GLConsole http://horde3d.org/forums/viewtopic.php?f=4&t=1685 |
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Author: | Roland [ 26.06.2012, 14:47 ] |
Post subject: | RecastNavigation & GLConsole |
Time to show off two of the projects I integrated into my Horde3D applications recently: RecastNavigation: I integrated the RecastNavigation demo, meaning all its functionality and the great GUI are available in Horde3D: I took a shot at modeling the University of Augsburg since I needed a realistic environment for my master thesis (old support thread here). Here's a test with the Sponza Atrium model just for fun: ____________________ GLConsole: About a year ago I discovered GLConsole and finally took the time to get it running in Horde3D: It's like the Quake or the HalfLife console and makes it easy to change program variables at runtime. It has auto-complete functionality, persistent command history, and it is possible to save and load specified variable-values, which I hopefully will be able to use for my agents and their individual settings later on. Next I'll have to get my agents some brains... |
Author: | Volker [ 20.07.2012, 22:46 ] |
Post subject: | Re: RecastNavigation & GLConsole |
Nice work. Since you seem to be a student at the university of augsburg, it would be nice if the old augsburg town model could be reactivated for your demos |
Author: | Roland [ 25.09.2012, 09:03 ] |
Post subject: | Re: RecastNavigation & GLConsole |
Small update: I finished a DetourCrowd component which uses the crowd module from the RecastNavigation project to "handle a lot of the path management for you, but also local steering and dynamic avoidance between members of the crowd." Another "finished" component is called "RVO2" and uses the RVO2 library from the University of North Carolina at Chapel Hill. It currently (in comparison to the DetourCrowd component) only allows steering in 2D and can only using static world obstacles defined before starting the simulation (the characters with the colored trails are rvo2 agents). Additionally I added RTS like navigation to the application to select units (orange rectangle), set a target for selected agents (green particles), and add single, or a group of agents in a square or circle formation. Now that I have these steering libraries working, I'm back on focusing on my vision based steering behavior and see how it'll compare. |
Author: | Volker [ 21.11.2012, 22:25 ] |
Post subject: | Re: RecastNavigation & GLConsole |
Looking forward, to Augsburg Cityrun reloaded BTW. Congratulations to your nice work. |
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