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RecastT3D v1.1

by Kerry Enfinger · 05/22/2012 (1:31 pm) · 23 comments

RecastT3D v1.1

-- Updated to newest Recast/Detour codebase

-- Added Zones, Physical Zones, Triggers, and Items to geometry selections

-- Added water and river surface subdivision for better mesh control

-- Implemented bitmask to allow up to 32 types of meshes

-- Works on massive terrains

-- Added message boxes for notification of start/completion of navigation mesh

-- Optimized mesh functions

To see more capabilities of RecastT3D, please check out my previous blog:
www.garagegames.com/community/blogs/view/21647

I've also opened a forum at my website to discuss RecastT3D and the Torque Master Server software.
Posting and access to the main forums require registration and admin approval.

www.alteredrealitysoftware.com/forum


Utilizing Zones and Triggers in the geometry exclusion allows the developer to create areas in which the A.I. will not travel.
Great for creating safe zones and other areas in which the A.I. is not wanted to enter.


www.alteredrealitysoftware.com/RecastT3D_SS1.jpg



Using a Trigger mask, A.I. can be prevented from using this bridge.

www.alteredrealitysoftware.com/RecastT3D_SS2.jpg



A massive 20.5km x 20.5km terrain covered with a 5000 x 5000 navigation mesh.

www.alteredrealitysoftware.com/RecastT3D_SS3.jpg


The price for the package is $95.00 (Indie or Commercial) and can be purchased at:

www.alteredrealitysoftware.com/catalog.htm

You can also download a demo game from the above link to see the AI in action using the navigation mesh (make sure you have DirectX and Visual C++ 2010 runtimes installed).

About the author

Owner of Altered Reality Software -- Bachelors Degree in Game and Simulation Programming -- Masters Degree in Database Management -- Currently working on Ph.D. in Computer Science

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#1
05/22/2012 (2:21 pm)
very cool stuff. I am interested in this.

I have seen your master server.. Is that available for T3D or is it still just TGEA?
#2
05/22/2012 (2:29 pm)
Thanks for the comment. The master server will work for T3D, TGEA, or TGE.
#3
05/22/2012 (9:44 pm)
Hello

Great progress!

Best regards
kaj
#4
05/23/2012 (1:41 am)
Very very interesting! Great work! i'll get this pack also soon ;)
#5
05/23/2012 (10:11 am)
Great to see this Kerry! What exactly is the licensing difference between Indie and Commercial?
#6
05/23/2012 (10:34 am)
@David

There is no difference between Indie and Commercial as of now. I kept the two different ordering options for statistical purposes.

#7
05/23/2012 (5:00 pm)
I made the required source edits and recompiled. The World Editor will not load. Its just freezes and "Loading Editor"
#8
05/23/2012 (5:05 pm)
@Thomas

Was this a previous game build? If it was, try deleting the old navigation mesh files in the levels folder. I have not seen that problem at all. What does your log files show??

#9
05/23/2012 (5:55 pm)
Just did a build on a fresh install. No problems with the editor or generating a mesh. Please double-check the steps in the installation instructions and make sure that there is no conflicting scripts.
#10
05/24/2012 (8:48 am)
@Kerry,

What is included in the package? C++ modifications, torquescript mods etc?

#11
05/24/2012 (9:45 am)
@Vince

Included in the package is the C++ source (including the modified Recast/Detour library code), scripts and assets for the demo game, Visual Studio 2008/2010 project files for the library, and complete instructions on installation and usage.

#12
05/26/2012 (3:37 am)
Hi,

Does this allow you to create nav meshes on selected terrain material types? e.g. on a road texture?

Cheers,

Andy
#13
05/26/2012 (6:21 am)
@Andy

Not yet but that is on the TODO list.
#14
05/26/2012 (3:48 pm)
I will go through through the install again. I know I did find some errors on the PDF with regards to the code.

Will let you know
#15
05/26/2012 (4:53 pm)
@Thomas

Could you please share the errors that you saw in the documentation? The integrity of the documentation is very important to me and I would like to ensure its accuracy.
#16
05/26/2012 (9:09 pm)
I posted a link to my forums dedicated to RecastT3D and the Torque Master Server at the top of the page. Access requires registration and admin approval.
#17
05/30/2012 (7:16 pm)
@Kerry I think all the errors were were just from copy PDF to VS, not actually anything wrong with it. I can tell you how it is setup, it doesn't copy well, but no actual error with code.

Thats all that was happening on my end. All good now
#18
05/30/2012 (7:44 pm)
@Thomas
Thanks for the reply. Let me know if you have any other problems.

#19
06/08/2012 (10:39 am)
Quote:5. Automatic position tracking of all moving game objects.
3. Automatic position tracking of all moving game objects.
8. Use straight, smooth, or sliced navigation paths.

Regarding 3+5, does this mean that you could have a mob of AI actively avoiding eachother?

Regarding 8, What is the difference of these? Especially the sliced path that tickles my curiosity.
Obviously the smooth path is like a curve between the different nodes but does it create significantly more nodes or how does it work? Will it hurt performance?
#20
06/08/2012 (2:18 pm)
@Lukas

Yes, the navigation module will track moving objects and replan around them on a time-scheduled basis.

A straight path calculates a path straight from point A to point B.
A smooth path uses the polygonal curves to calculate a smooth path between points.
A sliced path is a time-sliced path calculation allowing for less immediate overhead during calculation.

The smooth path may create more nodes than the straight path depending on the terrain but I have not seen any significant performance differences.
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