Search found 383 matches

by gus
19 Apr 2016, 11:43
Forum: General discussion
Topic: PBR test
Replies: 2
Views: 769

PBR test

Hi, I did for fun a small PBR (physical based rendering) shader with cook thorrance (the same than in UE4 I believe) in openmw. This is really hacky - I simply replaced the doLighting function in shaders and every parameters are harcoded so every object uses the same parameters. Obviously this is no...
by gus
26 Jun 2015, 12:31
Forum: Development
Topic: Multiplayer Development
Replies: 41
Views: 6588

Re: Multiplayer Development

you might want to look at raknet, it is really good (and they have this awsome replication thing). I was even bought by oculus ;)
by gus
09 Jun 2015, 21:38
Forum: Development
Topic: Feature #2229: Improve pathfinding AI
Replies: 42
Views: 9036

Re: Feature #2229: Improve pathfinding AI

@scrawl: you idealy want the smallest possible thresold. Thus choosing the smallest possible thresold depends on the framerate. Testing which thresold works will be difficult if it depends on framrate I think
by gus
09 Jun 2015, 13:00
Forum: Development
Topic: Feature #2229: Improve pathfinding AI
Replies: 42
Views: 9036

Re: Feature #2229: Improve pathfinding AI

good to see that it works! Do you still notice it? I see that in one of your data it take almost 2 second to detect the running in circle. Or is it me not reading the data's correctly? About the angle, I think it should work instantly in theory as they do mostly go in straight line until they reach ...
by gus
07 Jun 2015, 22:32
Forum: Development
Topic: Feature #2229: Improve pathfinding AI
Replies: 42
Views: 9036

Re: Feature #2229: Improve pathfinding AI

I think I've got a better idea. Based on what I originally tried in AiCombat to fix. Which was to check if NPC is getting further away from waypoint, if I move this logic into PathFinding.checkPathCompleted() it will be available for all AiPackages. Basic change is to add member variable to PathFin...
by gus
07 Jun 2015, 11:38
Forum: Development
Topic: Feature #2229: Improve pathfinding AI
Replies: 42
Views: 9036

Re: Feature #2229: Improve pathfinding AI

That value seems excessively large. The change would fix one bug but create others in the process. I think the root cause of the problem you are seeing would be AiCombat calls checkPathCompleted only every 0.25 seconds (tReaction). If we check it every frame instead, wouldn't that fix the issue? Ch...
by gus
05 Jun 2015, 09:38
Forum: Development
Topic: Feature #2229: Improve pathfinding AI
Replies: 42
Views: 9036

Re: Feature #2229: Improve pathfinding AI

yeah almost a year :) I've been fine thanks! Sadly I don't really have time to give to openmw anymore, but I follow the project closely and the progress are amazing :D I admit I'm pretty excited about the OSG port, if it solves the performances problems it would be awsome! But let's not get too of t...
by gus
04 Jun 2015, 08:48
Forum: Development
Topic: Feature #2229: Improve pathfinding AI
Replies: 42
Views: 9036

Re: Feature #2229: Improve pathfinding AI

Also (if this did not change since my original implementation), PathFinder::checkPathCompleted is sadly framerate dependant, that is why some have problems while other do not. Ps: Hi everyone! It has been a long time, it's good to see that you are doing great :D Edit: note that AI implementation was...
by gus
13 Jul 2014, 08:14
Forum: Development
Topic: Android build openmw
Replies: 193
Views: 66779

Re: Android build openmw

it's nice to see your progress!
by gus
26 Jun 2014, 16:28
Forum: Development
Topic: Android build openmw
Replies: 193
Views: 66779

Re: Android build openmw

I *think* you can compile Ogre without boost. If it is possible, you should try it