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Hi Craig. thanks for your reply. The Overbot Project seems to aim larger problems... Do you think its possible to split up into a client (display) and server (terrain & move control) part? The client and server should communicate asychrounous thru tcp/ip. In my naive opinion it should be possible - but in fact im not deep enough in the code. My idea is to split up, add the real world sensor...
2009-11-25 09:55:05 UTC by ihcrul
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Hi and sorry for the slow reply. I am not aware of anyone using OpenSteer to control a real vehicle, although people have used it to control virtual vehicles in fairly accurate 3d rigid body physics simulations. Also the MapDrive plug-in was *intended* to control a real vehicle -- the Grand Challenge competitor "Overbot" -- but was never actually plugged into the real vehicle.
--Craig.
2009-11-25 01:51:02 UTC by cwreynolds
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hi, real great software!!! I'm wondering if it is possible to control an autonomous vehicle with it. The vehicle has a compass device and ultra sonic sensors for (nearly) 360° obstacle awareness.
with this software it should be easy to cover a given area by moving around or find the way home and avoid collisions.
2009-11-17 11:27:03 UTC by ihcrul
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This seems a little difficult to implement but if you think it's doable then.
I currently wrote a platform golf game completely based on Box2d as you can see on this debug picture : http://picasaweb.google.com/armitage1982/Metagolf#5348976896171441698
The idea is to use OpenSteer to simulate natural behaviour for animals like birds, fishes or even enemies. All interacting with the player...
2009-10-15 19:13:49 UTC by armitage1982
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I don't have code to share, but wanted to make a quick note. I've successfully combined the two by using OpenSteer's integrator as an "intentional" integrator. In other words, instead of using the output of opensteer directly to set an agent's physical properties, I use opensteer's output as inputs to the game's physics system. The end result is that opensteer simply "tries...
2009-10-15 18:10:20 UTC by meshula
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I would say OpenSteer is certainly *conceivable* for such a project. The 2d nature is not a problem at all. OpenSteer uses 3d geometry but can easily be restricted to a plane. Several of the supplied demos are 2d.
Perhaps a bigger issue is the interaction of Box2D's physics with the steering behaviors of OpenSteer. Most applications of OpenSteer have relied on its very simplistic...
2009-10-15 17:39:28 UTC by cwreynolds
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Hi I'm currently considering OpenSteer for natural behaviour inside my 2D Platform game based on the Box2d physics engine.
Do you think OpenSteer is conceivable for such a project ?
Do you have link to sucessful projects using OpenSteer in 2D Platform game ?
Thanks a lot :)
2009-10-15 17:02:15 UTC by armitage1982
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> In your code you used getForward() I presume you meant forward().
Right, I guess I changed the name in PSCrowd to make it more clearly an accessor but never made the corresponding change in OpenSteer.
2009-10-09 17:45:20 UTC by cwreynolds
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Just as well then that I was unable to reply yesterday. I'm glad you were able to solve your own problem and that you used annotation (thats what you meant by "graphic debug", right?) to visualize the problem. I find that *really* useful. Traditional debuggers are of little help. Mathematically inclined or not, if its not working a little real time geometric visualization is worth a...
2009-10-09 17:42:15 UTC by cwreynolds
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Don't worry, I re-coded back to basics and worked the maths out and have got it working (relatively). I was struggling due to lack of graphic debug. Once I coded this in I could visualise where the maths was failing.
I need now to implement slowing at the navmesh path points so the steering does overshoot and also implement my own path following so it works in 3d.
I'll post the code when I...
2009-10-09 12:25:34 UTC by chrispaulson