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folder icon Ambiera Forum > CopperCube > Programming and Scripting
forum topic indicator Path finding
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Robbo
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2023-05-07 08:25:22

Yeah, totally agree, he was a real asset to the community and really excellent coding skills...better than mine :)

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eoh
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2023-05-07 09:01:32

i agree he has very good coding skills

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Monks
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2025-04-05 18:35:20

Can someone please share with us the A* pathfinding by Smmhndy?

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smnmhmdy
Registered User
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2025-04-06 18:07:37

Hey, I just read these messages and wanted to thank y'all for your kind words!

Regarding the pathfinder, I was planning on tying up the loose ends and adding more enhancements/functionality to it and releasing it as a standalone behavior pack in a near future, but if you want to get it earlier do let me know on discord or something and I'll send it over!

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luposian
Registered User
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2025-04-06 23:09:02

wrote:
Hey, I just read these messages and wanted to thank y'all for your kind words!

Regarding the pathfinder, I was planning on tying up the loose ends and adding more enhancements/functionality to it and releasing it as a standalone behavior pack in a near future, but if you want to get it earlier do let me know on discord or something and I'll send it over!

If I'm not mistaken, isn't pathfinding a type of "AI" for NPC's? If so, is there a way to make a given character behave more "intelligently" when seeking out/chasing after another character? Right now, the assailant in my game just chases you relentlessly out in the open, but can also "see" you through walls and will try to shoot you, even though it can't get to you (because it's not smart enough to actually go around the wall, to get to you directly).

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guest_Robbo
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2025-05-13 01:37:50

Since I have access to the source code of CopperCube I think I can make a good and easy to use pathfinding system for outdoor terrains.
I already made a good one for indoor close quarter areas but not for terrains.

Is anyone interested in me doing that ?

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guest_guest
Guest
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2025-05-13 14:51:02

path finding systems of any kind would always be welcome, thx

another question:

would it be possible that your launcher could utilize some code to inject/import another launcher like just_in_case's one additionally to yours so we could use two custom launchers simultaneously?

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Des
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2025-05-13 17:23:52

Of course robbo, we are interested emoji icon_grin, its been a while, I even forgot you were present, how is Saturn 7 going?

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guest_Robbo
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2025-05-14 10:39:42

Des wrote:
Of course robbo, we are interested emoji icon_grin, its been a while, I even forgot you were present, how is Saturn 7 going?


Hi Des, Im fine thanx but my programming took a hit recently with my 500GB SSD suddenly dying and being unfixable nor able to use any software to acess the old data - it had all recent updates on it....pretty sad day actually.

I will recover however and only lost the last 3 API's I created and if I want that have to code it again...

I already started on 4 days ago working on the terrain pathfinding actually and ended up doing the 3rd day a totally new and better way. I can restore that pretty quick as still in my head after it was lost from the crash - damn SSD's - that makes 2 dead SSD's over the last 10 years or so....they are just not very relibale it seems....first was Toshiba and this one was EVO 870 Samsung now dead....

keep regular backups!

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Des
Guest
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2025-05-15 10:15:01

I feel sorry for you, I'm still glad you are working on the terrain pathfinding, feel free to post updates on how it's going, we will love to know about it,emoji icon_grin
How's Saturn 7 going anyway?

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swordmaster
Guest
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2025-05-19 22:09:27

Robbo, sorry for your lost, good look with your work, I would like to ask to you give one look in this:

https://github.com/monstrobishi/xeffects

there is many things interesting from irrlicht to add to your binaries, there is in these shaders screen space ambient oclusion and raytracing reflections from this pack of shaders made for irrlicht, in this pack of shaders there is this shaders for opengl 2.1 and directx 9: shaders bloom, blur, brightpass, raytracing, ssao; and only for directx 9: distance field.
With this the coppercube will have one better shadow system.

Thanks the attention

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guest_Robbo
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2025-05-30 10:41:46

Hi Guys and thanks for the responses.

I am happy to say I have finished the terrain pathfinding code - all working well happy to say...it was quite a lot of work (like 500+ lines of code all coded into core engine in C++)

I will take a look into the shaders thanks 'swordmaster' and thanks 'Des' for your comments, what API's from just_in_case did you want to access as well as my own that I dont have ?

Saturn 7 is very slowly coming along....like a snail as unfortunately I have some health issues that get in the way....everything takes longer...

I will now create a video and optimise my code into final API for use...take some days for that....

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Des
Guest
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2025-05-30 11:39:39

Good job robbo
I'm glad you are still around to make coppercube better,
I'm most amazed too that Saturn 7 is in development
I hope you get well soon too though
I'm looking up to your video. For the APIs, maybe try PBR materials

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swordmaster
Guest
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2025-06-01 00:50:05

Robbo good lucky with your work and I hope you get well soon too.
Des about pbr materials if you know someone that understand of directx 9 shaders I know one link with pbr shader for directx9, the same thing is about opengl2.1, I brought in one post here the screen space shaders for blender 1.79 that uses opengl2.1, we only need someone to adapt to coppercube.
One user was making one good work with this was Sam grady but he is not more enter in forum at I saw.
The just in case bring his screen space shader for free with support to shadertoy shaders and he have for buy too light shaders and pbr shaders with have some dolars to waste
Thanks the attention


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