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 includes:

      Fix updater bug which was causing a bunch of issues


      TRiBot will no longer require manual hook fixes every time the RS client updates - the updater has been fully patched for objects


      Hooked login fields


      Improved the login bot


      Ability to recognize the banned/locked messages again


      Ability to read the current input for username and password fields


      If the username or password is already entered correctly, it won't be erased


      If only part of the username or password is already entered correctly, it won't be erased. The login bot will fill in what's missing.


      If there are a few invalid characters after a valid substring of your username/password, only (approximately) those invalid characters will be erased. The login bot will then proceed to fill in the missing characters.





      Coming soon:

      Skull icon fix


      Improve screen rate and responsiveness of the RS client (both regular client and LG)


      Much more
        • Thanks
        • Like
      • 25 replies
    • This release includes:

      Fix shift clicking option selecting


      Fix high paint delay settings saving


      Update prayer IDs for the quick select menu


      Remove RS3 support


      Fix hooks



      RS3 Support Removed

      The RS3 client hasn't been updated since our Old-School version of TRiBot was released, as many of you may have noticed. Keeping all of the RS3 code in the client made the client as a whole harder to maintain, larger, slower, and messier. As hardly anyone still uses the RS3 client, and since the RS3 API was hardly functioning, we made the decision to completely remove it from TRiBot.

      For the average user, this means that the client will be smaller, cleaner, and faster. Future updates will also take less work meaning there will be more frequent updates.

      If you were one of the few users still using the RS3 client, we apologize for the inconvenience. No future support for RS3 is planned. There are many other botting clients which has support for RS3, so we recommend finding an alternative if you wish to continue botting on RS3.
        • Thanks
        • Like
      • 25 replies
    • Please welcome our new developers, @JoeDezzy1, @erickho123, @Encoded, and @wastedbro.

      These members will be responsible for working on, maintaining, and improving TRiBot.

      This means that bug fixes and improvements will now come at a much faster pace! We're committed to providing users with the best botting experience possible!
        • Thanks
        • Like
      • 30 replies
    • This release includes:

      More 3rd party libraries for script writers to use


      Apache Commons Codec


      Apache Commons Collections


      Apache Commons Configuration


      Apache Commons IO


      Apache Commons Lang


      Apache Commons Math


      GSON


      Guava


      JFoenix




      Hint arrow API


      Game#getHintArrowX


      Game#getHintArrowY




      Fix player hooks including Player#getSkullIcon and Prayer#getPrayerIcon
        • Thanks
        • Like
      • 49 replies
    • This update includes:

      Fix broken hooks


      Fix login bot for the message "No reply from login server. Please wait 1 minute and try again."


      Fix bug relating to which bot tab is sent human input


      General#randomLong bug fix involving negative numbers


      Fix GE API



      Please note: There are still some issues with the login bot due to a change in the game mechanisms handling the login screen. We're working on a fix and will upload it when ready.
        • Thanks
        • Like
      • 37 replies
  • Recently Browsing   0 members

    No registered users viewing this page.

×