Search found 390 matches

by gus
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 ...
by gus
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...
by gus
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...
by gus
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...
by gus
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...
by gus
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!
by gus
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
by gus
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.
by gus
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 :D
by gus
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.