-
Notifications
You must be signed in to change notification settings - Fork 7
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Very impressive #11
Comments
Another further idea would be to use triangulation to boost the speed by lowering the amount of meshes for the navmesh. See https://code.google.com/p/polypartition/ there you can find a ton of triangulation approaches. |
Hi @Doidel Thank you for the kind words :-) I also tried to use the recent works around bones animation (see mrdoob/three.js#4029). It's kind of working but not very smooth. I'll have a look at the triangulation stuff, I'm sure there is plenty of improvement to do about this, even if Recast already handles an impressive number of use cases, and is very satisfying for a someone not very good at maths like me :-) About the nodejs stuff. Well, there's nothing really server- nor nodejs-related for now, it's only in the browser, and the pathfinding stuff runs in a Web Worker, so I'm not sure I understood what you mean. Anyway I do want to implement a server side, maybe with some folks' (https://github.com/momow/karmaracer) help. Feel free to add any improvement ideas ! Cheers ! |
Good to hear! I was just mentioning for a maybe-to-be-in-the-future server version for pathfinding ^^ Hmm karmaracer doesn't seem to be using recast / detour, do they? |
No, karmaracer doesn't, but it has a good server - client synchronized flow structure. I'll say Recast is a very good library, and it's very active.The main issue is, indeed, to configure it properly and to know when to override the library's agents movements with your custom logic. I think of splitting the Recast javascript port to a standalone package. Do you think it could worth it ? |
I see. I guess I'll have to mess with that too then. Definitely, although then I'd really make sure that it's also usable on node. With that you'd reach a much larger target audience. All the guys who want to make their game multiplayer and use node (which is probably the majority ^^) |
Yes, very likely :) Yep, I'm a nodejs user myself so I'll do my best to make it work in node environment. |
Hmm yeah I just figured that pushing my three.js objects on node over to C++ is just as messy as translating the library (like, say, serializing the objects and the scene so that recast/detour can work with it. And doing that all the time and every time something changes). But it might be more performant, depending on that serializing. |
Here's a quite mature library with which you can parallelize pathfinding for both the server and client at once: https://github.com/adambom/parallel.js. That way you just have to code it once, and you can still pass messages between the threads/processes. Might be worth considering shrug |
Hi @Doidel As it is, it works in the browser (with and without web worker), I'll have a look at the one you pointed me so maybe I can make it work in a parallel thread in node. |
Hah great news! |
I just showed your project there to some folks on #three.js IRC. We're all very impressed :) Keep up the good work!
It lags for everyone so in the multiplayer version you'd probably have to use a second node process, or maybe even communicate with a running C++ instance directly. But if you could have that pathfinding on a second core and the game on another this might become very well the future for node.js games! (I'd definitely use it myself, that's for sure ^^)
So, again, great work, I hope this project will be continued!
The text was updated successfully, but these errors were encountered: