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 Post subject: Plugin: Pathfindax
PostPosted: 2017/02/11, 21:18 
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Joined: 2017/01/10, 14:06
Posts: 8
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I have been making a plugin for pathfinding in duality. You can find it here:
https://github.com/Barsonax/Pathfindax

Features:
-Support for 32 collision layers
-Support for multiple agent sizes
-Support for movement penalties
-Multithreaded
-Built in support for the tilemap plugin

Showcase:
Gfycat Video - Click to Play. [Source]

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Projects:
https://github.com/Barsonax/Pathfindax
https://github.com/Barsonax/Singularity


Last edited by Barsonax on 2017/02/15, 21:49, edited 1 time in total.

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 Post subject: Re: Plugin: Pathfindax
PostPosted: 2017/02/13, 00:49 
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Joined: 2015/03/15, 02:49
Posts: 354
Location: Out there
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This is fantastic work! Thank you for your contribution.

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Hello there! Nice to meet you!
I have github. Apologies in advance for bad coding practices.


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 Post subject: Re: Plugin: Pathfindax
PostPosted: 2017/02/19, 17:26 
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Joined: 2017/01/10, 14:06
Posts: 8
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Working on pathfinding in a non grid map:
Gfycat Video - Click to Play. [Source]


EDIT: Its done

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Projects:
https://github.com/Barsonax/Pathfindax
https://github.com/Barsonax/Singularity


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 Post subject: Re: Plugin: Pathfindax
PostPosted: 2017/11/10, 00:29 
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Joined: 2017/01/10, 14:06
Posts: 8
Role: Hobbyist
Now working on flowfields:
Gfycat Video - Click to Play. [Source]

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Projects:
https://github.com/Barsonax/Pathfindax
https://github.com/Barsonax/Singularity


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 Post subject: Re: Plugin: Pathfindax
PostPosted: 2017/11/20, 19:53 
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Joined: 2017/01/10, 14:06
Posts: 8
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Released a new version of pathfindax. Do note that alot has changed in this version and as such it is not compatible with older versions at all.

The most exciting new feature are dynamic potential fields which will make dynamic pathfinding possible:
Gfycat Video - Click to Play. [Source]


Here all agents try to keep some distance from each other. All through the magic of potential fields.

So how does this works? What the agents basically do is go to the tile that has less potential than the current tile. There are 2 different type of potential fields in play here, a potential field for the path to the goal and a 'dynamic' potential field for avoiding other agents. The agents themselves add values to the dynamic potential fields thus raising the values around the position of an agent. When calculating the heading the values of these fields are summed thus creating agent behavior that will both try go to the goal and try to avoid other agents.

By playing with the values you add to the potential field different kind of behavior can be created.

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Projects:
https://github.com/Barsonax/Pathfindax
https://github.com/Barsonax/Singularity


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 Post subject: Re: Plugin: Pathfindax
PostPosted: 2018/02/18, 18:40 
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Joined: 2017/01/10, 14:06
Posts: 8
Role: Hobbyist
Released v2.2.0. Focus was mostly on some big performance/memory gains and bug fixes. Some new features were added as well:
-The option to exclude diagonals and the option to allow crosscorners when generating a nodegrid from a tilemap
-You can now play with the heuristic for the A* algorithm.

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Projects:
https://github.com/Barsonax/Pathfindax
https://github.com/Barsonax/Singularity


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 Post subject: Re: Plugin: Pathfindax
PostPosted: 2018/03/12, 13:58 
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Joined: 2015/10/04, 15:48
Posts: 163
Location: Germany
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Wow. Very impressive! :1+:
I will use this for my current project ^^ :1+:

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