Jump to content
Laniax

AdvancedWalking - next gen navmesh pathfinder/walker. [Source]

Recommended Posts

Any updates for this?

 

 

I hope that you have not abandoned this project yet?

 

Do not worry, it is still in active development. Although i have decided to try a technique i was at first hesistant to do (due to its complexity).

I am converting the project from a rectangle based mesh to a 2D convex polytope approach, not only for reduced number of meshobjects, but also better generation of the links and much faster pathfinding.

 

Currently a outer polygon is generated and a delaunay-based triangulation algorithm will generate the actual convex polygons, which then a path could be calculated upon.

 

So in short: yeah im still working on it.

  • Like 7

Share this post


Link to post
Share on other sites

Do not worry, it is still in active development. Although i have decided to try a technique i was at first hesistant to do (due to its complexity).

I am converting the project from a rectangle based mesh to a 2D convex polytope approach, not only for reduced number of meshobjects, but also better generation of the links and much faster pathfinding.

 

Currently a outer polygon is generated and a delaunay-based triangulation algorithm will generate the actual convex polygons, which then a path could be calculated upon.

 

So in short: yeah im still working on it.

 

Any ETA on this? This looks amazing, please do not give up. @laniax

Share this post


Link to post
Share on other sites

@laniax Any ETA on this? This looks amazing, please do not give up.

 

Still working on it, no intention of giving up ;) can't give an ETA yet though, still trying to overcome some hurdles.

Mainly optimizing my mesh and sorting the areas so the branch prediction is optimized. 

Share this post


Link to post
Share on other sites

Alright, i finally 'finished' the rewrite to the polygon approach. I completely dropped the 'link' objects, and it simply keeps track of its adjacent polygons which are not blocked now, and the shear number of objects has gone down considerably. It doesn't generate completely perfect paths yet though, as sometimes the cost calculation can be a bit off. So consider it very much an alpha/WIP. But i figured i owed you guys some results, so i uploaded a demo to the repository so you guys can sort of play around with it. It's purely a pathfinder right now, so it doesn't walk or handle doors or anything. Neither does it have stair/teleport/agility support yet, since that system is still in the works. But it sort of gives the idea.

 

How it works:

If you start the script a GUI will pop up. You dont have to do anything with it yet, just run around in game first to map the local region, each time the client loads in more tiles the counter in the bottom left of the viewport increases. When you feel like you want to try it out, you click 'Build NavMesh', the client will then convert the tiles you scanned into polygons, this might lag a bit and might take a bit long depending on how many tiles you mapped. When it's done you can input the coords to a tile and find a path which will be drawn in the viewport and minimap. While i haven't really refactored the code for performance yet, it also displays how long DPathNavigator would do about the same path.

 

Things to note:

  • It sort of relies on runescape's pathfinding to run around small stuff, which is how the average player runs as well.
  • As i stated above, i haven't really went into performance optimizations yet.
  • In the final release, you obviously won't have to map the region yourselves. I will make a mesh of the entire world which the script will download.
  • I'd be happy to explain it further if you have any questions and please contact me if you have/find any issues.
  • I will update the demo with new features as they come, when i feel the code is ready to be open sourced, i will upload it to github.

 

You can find it on the repo

Edited by laniax
  • Like 7

Share this post


Link to post
Share on other sites

After yet another code iteration, the source code is now available on github.

 

Note that it is still very much a WIP, and i left some very unstable files out for now. But here it is :) Also, some code is unit tested, a large part is not, those are things i work on when i feel like i have the time for it, main features take priority.

 

Let me know what you guys think!

  • Like 2

Share this post


Link to post
Share on other sites
[15:42:50] [iOExtensions] Error deserializing  object to file: org.tribot.api2007.types.RSTile; local class incompatible: stream classdesc serialVersionUID = 258832497691791796, local class serialVersionUID = 2849236342639440334.

[15:42:50] [AdvancedWalking] Pathfinder failed to initialize, we will use WebWalking instead.

 

can you tell me how to fix this problem?

Share this post


Link to post
Share on other sites

 

[15:42:50] [iOExtensions] Error deserializing  object to file: org.tribot.api2007.types.RSTile; local class incompatible: stream classdesc serialVersionUID = 258832497691791796, local class serialVersionUID = 2849236342639440334.
[15:42:50] [AdvancedWalking] Pathfinder failed to initialize, we will use WebWalking instead.
 
can you tell me how to fix this problem?

 

 

As i told you on skype, the current state of AdvancedWalking isn't ready for 'real use'. If you want to try it out, you will have to generate your own mesh. The SampleGeneratorScript does exactly that, just make sure to disable the updater so it won't try to download the other version.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Our picks

    • This release will:

      Fix key event handling issue


      Fix other event handling issue


      Fix RSServer hook


      Update world hopper to have it use OCR, thanks to Todd


      Use proper disposal of old Graphics objects


      Reformat code


      Rearrange code


      Organize code imports


      Apply around 8000 automated code refactorings


      Make preparations for Java 9


      Fix 11 various bugs


      Add more reliable debugging support


      Fix mouseEntered/Exited event dispatching bug


      Fix minimap walking bug where it opens the map


      Fix broken hooks for today's game update
        • Thanks
        • Like
      • 51 replies
    • This update will:

      Fix GE inventory item positioning bug


      Fix broken object hooks
        • Like
      • 27 replies
    • This release will:

      Fix some ClosedChannelException bug


      Fix bug in RSObject#getAllTiles


      Add game tab support for "Kourend Favour"
        • Like
      • 15 replies
    • This release will:

      Fix Settings UI placement bug


      Fix game object location bug


      Fix small layout bug making the client shift up and down


      Fix client crashing bug where loading the client with a small display area will cause the client to crash


      Fix annoying Linux bug relating to painting events and peers


      Fix settings saving bug where settings are saved to disk more often than they should


      Fix RSInterface#isBeingDrawn bug affecting a limited amount of people


      Drop Java 1.7 bytecode version for 1.8


      Important: Since the downloadable RS client uses Java 7, it will no longer be compatible with Looking Glass. To make up for this, we will add support for using other clients such as RuneLite (at a later date).


      This change was necessary to allow us to use Java 8 syntax. It also paves the way for Java 9/10/11 support.
        • Like
      • 40 replies
    • This update will:

      Fix the RSMenuNode bug which also fixes the bug with bank opening


      Fix the incorrect object positions bug


      Fix and re-enable the LG Objects API Accelerator


      Fix the RSObject#getAllTiles bug
        • Like
      • 22 replies
  • Recently Browsing   0 members

    No registered users viewing this page.

×