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Old 29/12/2018, 05:29 PM   #11
Pottus
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Default Re: A* Pathfinder (3D map) in samp

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Originally Posted by ForT View Post
I uploaded the include in github and for now is the maximum I could do:
https://github.com/fort-samp/3d-pathfinder
It would probably be a lot faster writing this into the plugin, it isn't even that overly complex so it probably wouldn't take long to do. That would remove a significant bottle neck, after that next step is to make it threaded and return the results in a callback and continue to refine the pathfinding algorithm.
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Old 29/12/2018, 05:54 PM   #12
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Default Re: A* Pathfinder (3D map) in samp

We could perhaps just add a similar feature to ColAndreas. With that we could simply create a 0.75x2.0x[length between nodes] prism between the nodes and collision test that object to be absolutely sure a player body can fit, if that doesn't affect performance too much. If it does affect performance a lot then ray's will have to suffice.

The hardest part after that is getting the nodes... Which I wrote a whole thread [here] about a while back. We'd have to the nodes for the whole 3D world (or even custom maps) with 63 degree slope limits, small objects, and many other factors in mind.
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Old 30/12/2018, 06:12 PM   #13
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Default Re: A* Pathfinder (3D map) in samp

My plugin will come to the realease soon.
https://github.com/Fleynaro/PathFinderCA


[SPOILER]

[/SPOILER]
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Old 30/12/2018, 06:24 PM   #14
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Default Re: A* Pathfinder (3D map) in samp

Also I created PathFinder in pawn long ago: https://pastebin.com/ere8c6EX
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Old 30/12/2018, 06:36 PM   #15
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Default Re: A* Pathfinder (3D map) in samp

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Originally Posted by MrStead View Post
My plugin will come to the realease soon.
https://github.com/Fleynaro/PathFinderCA


[SPOILER]

[/SPOILER]
For the picture it seems that works the same way as the GPS plugin, but inside homes, away from the roads also works?
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Old 30/12/2018, 06:42 PM   #16
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Default Re: A* Pathfinder (3D map) in samp

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For the picture it seems that works the same way as the GPS plugin, but inside homes, away from the roads also works?
yes, it does! it's a mixture of road finding and physic finding
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Old 30/12/2018, 07:50 PM   #17
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Default Re: A* Pathfinder (3D map) in samp

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yes, it does! it's a mixture of road finding and physic finding
Can u create a thread for the plugin?

What are the advantages of using this over the GPS plugin?
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Old 31/12/2018, 05:01 PM   #18
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Default Re: A* Pathfinder (3D map) in samp

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What are the advantages of using this over the GPS plugin?
If pulled off well, this plugin could be way better than mine. Mine uses node data dumped out of the game while this uses a large amount of raycasts to generate paths from scratch. I'm not sure about the performance and reliability of this approach, but it is much more versatile, making it possible to generate paths in any environment, not just the road network. I'm not a fan of the current API though, it has the same issues as RouteConnector's does.
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Old 01/01/2019, 02:13 AM   #19
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Default Re: A* Pathfinder (3D map) in samp

You guys are really taking things to the next level here for SA-MP real visionaries! I would really like to have a tour of your test server MrStead show me what you got.
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Old 01/01/2019, 02:21 AM   #20
Kar
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Default Re: A* Pathfinder (3D map) in samp

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You guys are really taking things to the next level here for SA-MP real visionaries! I would really like to have a tour of your test server MrStead show me what you got.
It's about damn time
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