So with your new pathfinding system the mobs find their way better, AND it's less laggy?
...
EPIC!
Yep! I have done the impossible.
The paths can be really far away and it handles it without many issues. The paths can also be complex with jumps over gaps of two, doors, ladders, etc and it will find its way.
I'm super stoked on this feature, it took a month of development.
Yep! I have done the impossible.
The paths can be really far away and it handles it without many issues. The paths can also be complex with jumps over gaps of two, doors, ladders, etc and it will find its way.
I'm super stoked on this feature, it took a month of development.
So, you're close to done with the pathfinding, or completley done? So excited, couse I didn't get to play spider queen couse of 1.8
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CyberGorillaz - Careful, gorillas are smarter then you think. Especially with cybernetic brain implants...
So, you're close to done with the pathfinding, or completley done? So excited, couse I didn't get to play spider queen couse of 1.8
Well, I'm done with the main part of it. The entire mod will basically be based around different types of pathfinding to accomplish complex tasks.
----
But omg, I'm really excited now. I added some more layers to the pathfinding and worked on the tech some more.
Now that I can select and command around NPCs, I noticed that when I select a group of them and give them a target.. they're all doing basically the same calculation, but they'll have different starting points. Luckily that's basically covered in one of the layers in the main pathfinder. So now NPCs will check for a 'leader' nearby when it is first given a command, if the leader has the same command keep track of him. If the NPC wanders into the leader's pathfinding nodes, it will stop searching for a path and start using the nodes from the leader. Basically this means that once the two NPCs cross paths, they begin to do one big calculation and two small ones instead of two big ones and two small ones. But the improvement is exponential, instead of a 2x improvement this is an improvement of about 5x. Before these changes about 20 NPCs could be moved at once before the lag was distracting, after these changes I can have 90 before that same lag hits. (Assuming the path isn't too complex, and that all 90 have the same target).
:biggrin.gif:
I've changed so much of the code inside of it to improve it and get it running quickly. And I've added in vision and awareness of other NPCs, now if a fellow NPC is in the way it will pause for a second before continuing on the path. This makes them clump up a lot less. And I can now assign the NPCs to be on different teams from one another and fight. It's pretty epic watching 30 vs 30 including creepers and stuff. The amount running at once may be toned down in the future as new features are added, but this is promising.
Video tomorrow probably.
tl;dr
Before the changes I did today: about 10 - 15 npcs at once was good
After the changes: about 50 - 70 npcs (provided they are given a similar target)
djoslin are you going to make in your mod "Customizable Troops" where people are going to make musketeers? And are we the people are able to make wars with enemies?
Will we get any formation options? That's one of the things I liked about Age of Empires II and the later games in the series, controlling and putting troops in formation was quite easy (unlike the first game, where they made no attempt to go in any particular formation) and it seems that most of the demo videos at this point don't demonstrate that.
Though, I'm still pretty excited about this mod. It just feels like it could be so freaking awesome. Also, I love that Pig Creeper so much.
djoslin make some more piggymen vids. they are so cool.
also something more relevant. i see that you are mostly using pigmen for your experiments so i was thinking are pigmen going to play a important role in creepy kingdom?
The pigmen are pretty much placeholders to test out the new mechanics. They'll be replaced with new characters in the final release.
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So just think about the move's I'm making on the chess board.
Right now, I'm about to put you in Checkmate.
My guess (GUESS) at what this will be like. It'll most likely be like you have to slowly build an army, and command them around in "missions" that are randomly generated. Heck, he may even build a "HQ" that's generated that go to for missions. Either that, or it's literally going to be an overhaul where you justy fly around in the sky commanding units.
Cant you make a thing like ...Prerelease.....I can't wait for this...MUST HAVE I'm looking 2 times a day at this Thread ..
Please make a 'PreRelease' of this Mod...please please please....
We only have a few more features to implement to make V1 complete. Unfortunately, it's the holidays and we're both busy, so I'm not going to give a release date. All I can say is, "before too long."
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So just think about the move's I'm making on the chess board.
Right now, I'm about to put you in Checkmate.
nice to hear i thought it would take atleast another mounth before u could release it. also i just want to know how many class files you have changed? or how many do you think you are going to change?
I'm afraid I don't know the answer to that.
We've ported over what we have for 1.0, and apparently it only took a few hours. Compare this to the original (which would have taken weeks) and we seem to be on the right track.
Rollback Post to RevisionRollBack
So just think about the move's I'm making on the chess board.
Right now, I'm about to put you in Checkmate.
...
EPIC!
You haven't tried hard enough.
Yep! I have done the impossible.
The paths can be really far away and it handles it without many issues. The paths can also be complex with jumps over gaps of two, doors, ladders, etc and it will find its way.
I'm super stoked on this feature, it took a month of development.
So, you're close to done with the pathfinding, or completley done? So excited, couse I didn't get to play spider queen couse of 1.8
CyberGorillaz - Careful, gorillas are smarter then you think. Especially with cybernetic brain implants...
Well, I'm done with the main part of it. The entire mod will basically be based around different types of pathfinding to accomplish complex tasks.
----
But omg, I'm really excited now. I added some more layers to the pathfinding and worked on the tech some more.
Now that I can select and command around NPCs, I noticed that when I select a group of them and give them a target.. they're all doing basically the same calculation, but they'll have different starting points. Luckily that's basically covered in one of the layers in the main pathfinder. So now NPCs will check for a 'leader' nearby when it is first given a command, if the leader has the same command keep track of him. If the NPC wanders into the leader's pathfinding nodes, it will stop searching for a path and start using the nodes from the leader. Basically this means that once the two NPCs cross paths, they begin to do one big calculation and two small ones instead of two big ones and two small ones. But the improvement is exponential, instead of a 2x improvement this is an improvement of about 5x. Before these changes about 20 NPCs could be moved at once before the lag was distracting, after these changes I can have 90 before that same lag hits. (Assuming the path isn't too complex, and that all 90 have the same target).
:biggrin.gif:
I've changed so much of the code inside of it to improve it and get it running quickly. And I've added in vision and awareness of other NPCs, now if a fellow NPC is in the way it will pause for a second before continuing on the path. This makes them clump up a lot less. And I can now assign the NPCs to be on different teams from one another and fight. It's pretty epic watching 30 vs 30 including creepers and stuff. The amount running at once may be toned down in the future as new features are added, but this is promising.
Video tomorrow probably.
tl;dr
Before the changes I did today: about 10 - 15 npcs at once was good
After the changes: about 50 - 70 npcs (provided they are given a similar target)
CyberGorillaz - Careful, gorillas are smarter then you think. Especially with cybernetic brain implants...
Though, I'm still pretty excited about this mod. It just feels like it could be so freaking awesome. Also, I love that Pig Creeper so much.
"sometimes, wizards are so awesome, it hurts"
The pigmen are pretty much placeholders to test out the new mechanics. They'll be replaced with new characters in the final release.
Why thank you good sir! Also am so looking forword to the release of this :biggrin.gif:
http://www.twitter.com/PoopCoolbro/
We only have a few more features to implement to make V1 complete. Unfortunately, it's the holidays and we're both busy, so I'm not going to give a release date. All I can say is, "before too long."
I'm afraid I don't know the answer to that.
We've ported over what we have for 1.0, and apparently it only took a few hours. Compare this to the original (which would have taken weeks) and we seem to be on the right track.
Mod API was a carrot that Notch dangled in front of our faces for months with no apparent intention to actually make it. Hopefully Jeb can deliver.