Search found 390 matches
- 09 Jun 2015, 13:00
- Forum: General Development
- Topic: Feature #2229: Improve pathfinding AI
- Replies: 48
- Views: 35908
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 ...
- 07 Jun 2015, 22:32
- Forum: General Development
- Topic: Feature #2229: Improve pathfinding AI
- Replies: 48
- Views: 35908
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...
- 07 Jun 2015, 11:38
- Forum: General Development
- Topic: Feature #2229: Improve pathfinding AI
- Replies: 48
- Views: 35908
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...
- 05 Jun 2015, 09:38
- Forum: General Development
- Topic: Feature #2229: Improve pathfinding AI
- Replies: 48
- Views: 35908
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...
- 04 Jun 2015, 08:48
- Forum: General Development
- Topic: Feature #2229: Improve pathfinding AI
- Replies: 48
- Views: 35908
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...
- 13 Jul 2014, 08:14
- Forum: General Development
- Topic: Android build openmw
- Replies: 193
- Views: 148507
Re: Android build openmw
it's nice to see your progress!
- 26 Jun 2014, 16:28
- Forum: General Development
- Topic: Android build openmw
- Replies: 193
- Views: 148507
Re: Android build openmw
I *think* you can compile Ogre without boost. If it is possible, you should try it
- 26 Jun 2014, 15:08
- Forum: General Development
- Topic: Android build openmw
- Replies: 193
- Views: 148507
Re: Android build openmw
Sure I know this, but I'm not sure that our shaders works with openGL ES out of the box (they might, I just have no idea). If not they would have to be rewriten with whatever limitations on shader openGL ES bring.
- 26 Jun 2014, 10:32
- Forum: General Development
- Topic: Android build openmw
- Replies: 193
- Views: 148507
Re: Android build openmw
stupid question, but does openmw works with openglES? anyway, it would be great to have OpenMW on android
- 02 Jun 2014, 21:32
- Forum: Organisation and Planning
- Topic: OpenMW 0.31.0
- Replies: 145
- Views: 91723
Re: OpenMW 0.31.0
I'll try to help a bit about the editors tasks. If you are still OK with this, could we team up again sirherrbatka? I admit QT is kinda scarry :p I suppose I could go with the Ogre related tasks.