DetourCrowd and first person viewpoint

111 views
Skip to first unread message

JimJimTheJimmyMan

unread,
Apr 2, 2012, 6:45:38 PM4/2/12
to recastnavigation
Hi Mikko,
I was playing around with Detour Crowd and I was wondering how to
use it in a single player style game. It says you cannot change the
agents' positions directly, so I was wondering, how do you tell Detour
Crowd where the player is, so it does not run through him?

Mikko Mononen

unread,
Apr 3, 2012, 1:23:13 AM4/3/12
to recastna...@googlegroups.com
Hi,
Some folks have changed the crowd code so that it accepts velocity commands as well as priorities on collision. I just have not gottem around to add that to the crowd api.

I can help you out if you want to try it.


--mikko

Sent from my iPhone

JimJimTheJimmyMan

unread,
Apr 3, 2012, 2:39:58 AM4/3/12
to recastnavigation
That would be great.


On Apr 3, 3:23 pm, Mikko Mononen <memono...@gmail.com> wrote:
> Hi,
> Some folks have changed the crowd code so that it accepts velocity commands as well as priorities on collision. I just have not gottem around to add that to the crowd api.
>
> I can help you out if you want to try it.
>
> --mikko
>
> Sent from my iPhone
>

Charles Prévot

unread,
Apr 3, 2012, 4:20:10 AM4/3/12
to recastna...@googlegroups.com
Hi,
Here are my changes to add a requestMoveVelocity method. The patch probably can't be applied directly as it was made against an older revision of the svn and using git-svn. Also, be aware that it does not deal with offmesh connections, so it's definitely not a finalized solution, but a good place to start. Hope this helps...

2012/4/3 JimJimTheJimmyMan <hibberj...@hotmail.com>
requestMoveVelocity.patch

JimJimTheJimmyMan

unread,
Apr 3, 2012, 2:03:44 PM4/3/12
to recastnavigation
Oh wow, thanks Charles!

On Apr 3, 6:20 pm, Charles Prévot <pre...@cervval.com> wrote:
> Hi,
> Here are my changes to add a requestMoveVelocity method. The patch probably
> can't be applied directly as it was made against an older revision of the
> svn and using git-svn. Also, be aware that it does not deal with offmesh
> connections, so it's definitely not a finalized solution, but a good place
> to start. Hope this helps...
>
> 2012/4/3 JimJimTheJimmyMan <hibberjibber...@hotmail.com>
>
>
>
>
>
>
>
> > That would be great.
>
> > On Apr 3, 3:23 pm, Mikko Mononen <memono...@gmail.com> wrote:
> > > Hi,
> > > Some folks have changed the crowd code so that it accepts velocity
> > commands as well as priorities on collision. I just have not gottem around
> > to add that to the crowd api.
>
> > > I can help you out if you want to try it.
>
> > > --mikko
>
> > > Sent from my iPhone
>
> > > On 3.4.2012, at 1.45, JimJimTheJimmyMan <hibberjibber...@hotmail.com>
> > wrote:
>
> > > > Hi Mikko,
> > > >  I was playing around with Detour Crowd and I was wondering how to
> > > > use it in a single player style game. It says you cannot change the
> > > > agents' positions directly, so I was wondering, how do you tell Detour
> > > > Crowd where the player is, so it does not run through him?
>
>
>
>  requestMoveVelocity.patch
> 7KViewDownload
Reply all
Reply to author
Forward
0 new messages