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Showing results 1 to 25 of 46
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Posts Made By:
SamPlay
Forum:
General Bot Coding
07-11-2022
Replies:
5
Handling BSP Clip Nodes
Views:
4,924
Posted By
SamPlay
Re: Handling BSP Clip Nodes
hello,
build a map from the bsptree:
- start with an aabox ( a convex poyhedron) big enough to encompass the virtual world
- split this aabox by the bsptree down to leaves ( which carry contents...
Forum:
General Bot Coding
04-07-2017
Replies:
53
Navigation using AABB
Views:
53,794
Posted By
SamPlay
Re: Navigation using AABB
hi,
I am currently re-coding to be able to find connections in full-3d, so i will look into fraps but I cannot shoot anything right now ; when? depends on what you'd rather see - tell me ...
1. my...
Forum:
General Bot Coding
01-07-2017
Replies:
53
Navigation using AABB
Views:
53,794
Posted By
SamPlay
Re: Navigation using AABB
hi again,
some answers...
1. "nav along segment": Associated with a velocity controller and a state of the art waypoint nav controller, you can get extremely tight trajectory control w/o jitter (...
Forum:
General Bot Coding
21-06-2017
Replies:
53
Navigation using AABB
Views:
53,794
Posted By
SamPlay
Re: Navigation using AABB
hi!
Here is what I am working on:
I separated the bot movement issue in 2:
1. planned navigation( to move from any point to any other point):
I started by adding a "nav along segment" process...
Forum:
General Bot Coding
19-06-2017
Replies:
53
Navigation using AABB
Views:
53,794
Posted By
SamPlay
Re: Navigation using AABB
hi!
I am working on navigation system too, though with a different approach, so I am following this thread with interest.
I coded a bot from Podbot in the past;
As regards Podbot, as far as I...
Forum:
Half-Life and HL1 Mods
17-10-2015
Replies:
2
Xash3D (HL1 engine clone) for Android
Views:
8,290
Posted By
SamPlay
Re: Xash3D (HL1 engine clone) for Android
Hi,
I have compiled a former version of Xash3D under windows/PC and tried it.
It is an impressive re-implementation of Hl1 using Quake engine solutions/code, not a clone( "hl-sing" is a clone but i...
Forum:
General Bot Coding
03-09-2015
Replies:
73
Recast / Detour
Views:
85,860
Posted By
SamPlay
Re: Recast / Detour
hi,
1. I think forwardmove,.., upmove are not in map coordinates but rather in "local" coordinates, with forward= dir. of wished move, ie dir. of look; climbing a ladder requires a positive value...
Forum:
General Bot Coding
09-07-2015
Replies:
73
Recast / Detour
Views:
85,860
Posted By
SamPlay
Re: Recast / Detour
"The devil is in details..."
Hi again,
I understood you are now "coding in other directions", but for sake of completeness...
1. Recast uses cylinder along walls, but apparently not around...
Forum:
General Bot Coding
08-07-2015
Replies:
73
Recast / Detour
Views:
85,860
Posted By
SamPlay
Re: Recast / Detour
Hi,
Half-life does not handle collision the same way than Quake.
It is POINT based, and move computations -like traces- are at least partly performed in hull-specific clip-bsp trees , which are...
Forum:
General Bot Coding
12-02-2012
Replies:
55
code to get the illumination at any point on the map
Views:
73,842
Posted By
SamPlay
Re: code to get the illumination at any point on the map
Hi,
I think that looking at the modified common/com_model.h file in the hlsdk23_msvc2008.zip downloadable from ...
Forum:
Other SDKs
26-10-2011
Replies:
6
Xash3D Engine - Almost clone of HL (GoldSrc) Engine
Views:
7,480
Posted By
SamPlay
Re: Xash3D Engine - Almost clone of HL (GoldSrc) Engine
Not quite,
Xash is rather a partially improved "half-quake"; for example, movement code is quake-code which is close to but different from hl ( see pm_move); as far as I remember, client prediction...
Forum:
Half-Life 1 SDK
27-07-2011
Replies:
4
Half life SDk with Visual Studio 2010?
Views:
6,039
Posted By
SamPlay
Re: Half life SDk with Visual Studio 2010?
have a look there (bottom of comments):
http://www.moddb.com/games/half-life/downloads/half-life-sdk-23
Forum:
Half-Life 1 SDK
26-07-2011
Replies:
4
Half life SDk with Visual Studio 2010?
Views:
6,039
Posted By
SamPlay
Re: Half life SDk with Visual Studio 2010?
HI,
you should not expect a lot of activity during summer holidays!
I am using vc9 , not vc 10 but I compiled several old programms developped with vc6. It works but you unfortunately have to...
Forum:
General Bot Coding
18-07-2011
Replies:
2
looking for a good set of cs maps to test nav?
Views:
7,959
Posted By
SamPlay
Re: looking for a good set of cs maps to test nav?
interesting, Thanks!
Forum:
General Bot Coding
12-07-2011
Replies:
2
looking for a good set of cs maps to test nav?
Views:
7,959
Posted By
SamPlay
looking for a good set of cs maps to test nav?
hi everyone,
Is there any bot-coder that knows/uses a reasonably small set of counter-strike maps ( some hl1 maps might be needed also) which are good for testing bot movement/navigation...
Forum:
The Agora
26-03-2011
Replies:
1
Lord of the Rings Oline bot Creation.
Views:
9,325
Posted By
SamPlay
Re: Lord of the Rings Oline bot Creation.
Hi,
be aware that it is difficult to guess what your skill in math/coding/... are, so do not feel insulted if what I tell in the following is obvious to you. I am not an expert but i have been...
Forum:
General Bot Coding
26-02-2011
Replies:
14
switching player/bot:coding question
Views:
15,049
Posted By
SamPlay
Re: switching player/bot:coding question
It's never too late!
Thanks for sharing, I will have a look and compare with what i have coded, but the basic swapping operations seems to be the same( though I do not know what a CSSPlayer is).
I...
Forum:
General Bot Coding
15-02-2011
Replies:
7
Why bots get stuck in each other?
Views:
8,473
Posted By
SamPlay
Re: Why bots get stuck in each other?
Hi,
I had the same problem of bots getting stuck when bumping into each other, and I do not understand why either.
I have coded a "player collision avoidance" system but it cannot make sure ...
Forum:
Releases, Installers, Docs & Coding
26-12-2010
Replies:
577
Podbot Beta 3.0 Updates? ^^
Views:
452,409
Posted By
SamPlay
Re: Podbot Beta 3.0 Updates? ^^
hi,
as regards bots not following the path defined by your waypoints, there is nothing you can do but anticipating the inertia of the moving bot and adjust your waypoints accordingly.
This a flaw...
Forum:
Bug Reports
09-09-2010
Replies:
3
Various
Views:
3,673
Posted By
SamPlay
Re: Various - stuck bots issue
I think I have read somewhere that when 2 or ( a lot) more bots bump into each other like 2 crowds moving in opposite directions , one way out of the problem is to order each of the bot to move...
Forum:
General Bot Coding
23-08-2010
Replies:
31
BSP file: a couple of question linked to geometry
Views:
16,320
Posted By
SamPlay
Re: BSP file: a couple of question linked to geometry
Sorry, I did not understand
origin can be any point lying on the plane, which you can find using the plane equation ( for example by setting x and y and computing z for a non vertical plane).
Forum:
General Bot Coding
23-08-2010
Replies:
31
BSP file: a couple of question linked to geometry
Views:
16,320
Posted By
SamPlay
Re: BSP file: a couple of question linked to geometry
well if you do
'origin[0]-=' instead of 'origin[0]+=' , you should get what you are looking for.
Now that I understand your goal, Minkowski sum will not help you! Zhlt should have use it instead of...
Forum:
General Bot Coding
22-08-2010
Replies:
31
BSP file: a couple of question linked to geometry
Views:
16,320
Posted By
SamPlay
Re: BSP file: a couple of question linked to geometry
To be sure I understand what you are looking for:
1. the point-hull bsp provided in the bsp file, as opposed to the 3 others bsps ( human, head,..) is used in HL for drawing, not for movement( ie...
Forum:
General Bot Coding
22-08-2010
Replies:
31
BSP file: a couple of question linked to geometry
Views:
16,320
Posted By
SamPlay
Re: BSP file: a couple of question linked to geometry
How does Minkowski sum relate to collision? : google for"Minkowski sum bsp".
Almost all references on the first page are interesting.
I am using it to (re)create bsp's for hulls (obviously..)...
Forum:
General Bot Coding
21-08-2010
Replies:
31
BSP file: a couple of question linked to geometry
Views:
16,320
Posted By
SamPlay
Re: BSP file: a couple of question linked to geometry
My guess is that what you implicitely want is to shift FACES.
Shifting their supporting planes does not work if the face and its plane have opposite normals, which cannot be always avoided.
I...
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