WIP: Lashker:. A test of Apaches+OpenSteer+GangstaWrapper
- ahmedali
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WIP: Lashker:. A test of Apaches+OpenSteer+GangstaWrapper
Im doing some tests for my upcomming Yake project: Lashker.
I made a helicopter physics model and used GangstraWrapper. Then made a generic Controller to input it. Then I decided to use OpenSteer to feed the controller for input. And the result was this.
a screen shot of padestrain ai following path and avoiding hidden obstacles and each other. Sorry there are no visuals for path and obstacles and annonation of vehicles behaviour.
and another screen shot.
I made a helicopter physics model and used GangstraWrapper. Then made a generic Controller to input it. Then I decided to use OpenSteer to feed the controller for input. And the result was this.
a screen shot of padestrain ai following path and avoiding hidden obstacles and each other. Sorry there are no visuals for path and obstacles and annonation of vehicles behaviour.
and another screen shot.
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cool. Opensteer would be an IDEAL plugin for yake/yapp
In fact how hard was it to get opensteer to work? Much hacking involved? I've read that they are currently trying to seperate the algorithms as much as possible from the gfx demos. Did you use CVS? ...as you can tell from the questions I'm looking at using it myself
In fact how hard was it to get opensteer to work? Much hacking involved? I've read that they are currently trying to seperate the algorithms as much as possible from the gfx demos. Did you use CVS? ...as you can tell from the questions I'm looking at using it myself
- ahmedali
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Its good to see many people have interest in steering behaviours.
Framerate is limited by graphics mainly, there is no big impact by open steer.
I downloaded the 0.8.2 version zip file and ripped out all opengl stuff, but I found annotations/visual debugging extremely important. It isnt hard at all to integrate with a physics engine but you need to know how it works.
Some more screens.
Here Im flying the Apache and other apaches are avoiding me.
The big spheres are the obstacles and cylinders are the Path nodes.
Here 400 Apaches are going throught their destinations.
Framerate is limited by graphics mainly, there is no big impact by open steer.
You can do almost anything steering related in OS, if you know how to achieve the desired behavior. The obstacles are static but one can implement dynamic ones or use vehicles as obstacles.How much does OpenSteer allow you to do?
What sort of behaviors? Can the obstacles be dynamic?
Thanks.
I'm willing to continue work on project but I'm waiting for yake's updates.Opensteer would be an IDEAL plugin for yake/yapp In fact how hard was it to get opensteer to work? Much hacking involved? I've read that they are currently trying to separate the algorithms as much as possible from the gfx demos. Did you use CVS? ...as you can tell from the questions I'm looking at using it myself
I downloaded the 0.8.2 version zip file and ripped out all opengl stuff, but I found annotations/visual debugging extremely important. It isnt hard at all to integrate with a physics engine but you need to know how it works.
Some more screens.
Here Im flying the Apache and other apaches are avoiding me.
The big spheres are the obstacles and cylinders are the Path nodes.
Here 400 Apaches are going throught their destinations.
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They are 3D - I briefly looked at similar answers on the OpenSteer "forum".
@ahmedali:
Very cool that you are bringing Ogre and OpenSteer together - I thought of doing an OgreSteer after OgreOpcode, but you beat me to it!
@ahmedali:
Very cool that you are bringing Ogre and OpenSteer together - I thought of doing an OgreSteer after OgreOpcode, but you beat me to it!
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- jacmoe
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@ahmedali:
Will you be willing to share your Ogre<->OpenSteer code ?
As a basis for an independent Ogre OpenSteer wrapper library?
Will you be willing to share your Ogre<->OpenSteer code ?
As a basis for an independent Ogre OpenSteer wrapper library?
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It will be also interesting to use OgreOpcode to provide Obstacles of different shapes for Opensteer.jacmoe wrote:Very cool that you are bringing Ogre and OpenSteer together - I thought of doing an OgreSteer after OgreOpcode, but you beat me to it!
Ofcourse I like to share it as its part of my open source project. First of all, I am not working on a wrapper or framework for steering behaviours for now. Just testing.jacmoe wrote:@ahmedali:
Will you be willing to share your Ogre<->OpenSteer code ?
As a basis for an independent Ogre OpenSteer wrapper library?
Currently Im refactoring the code and tommorow or after tommorow I will upload to sourceforge to project's site.
I will try to load binary too. Every behaviour I have looked at is in 3d including obstacles and path following. Its up to the nature+physics+personality+ai of vehicle a how it gives response to a steering vector.Vectrex wrote: any chance of a binary? Smile I'd love to see this working as I've stared at the OpenSteer demo for ages. I'm assuming most of the OS functions are 2d only (except flocking)
Another screen with lots of Apaches flocking toghter at very high speed, avoiding collision with terrain and pursuing my Apache.
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- ahmedali
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- jacmoe
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There is a steering experiment in the OgreSteer 'experiments' SVN folder, and I plan to put two or three experiments in there in a weeks time.
From that, we could probably work out the overall architecture of the increasingly inaccurately named OgreSteer.
From that, we could probably work out the overall architecture of the increasingly inaccurately named OgreSteer.
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