Pathfinder | Space Camping @ Geoscience
kandi X-RAY | Pathfinder Summary
kandi X-RAY | Pathfinder Summary
Art Assets, including .mu, .mbm, and .dds files are copyright 2014-2016 by Michael Billard, All Rights Reserved. Wild Blue Industries is trademarked by Michael Billard. All Rights Reserved. Note that Wild Blue Industries is a ficticious entity created for entertainment purposes. It is in no way meant to represent a real entity. Any similarity to a real entity is purely coincidental. Source code copyright 2014-2016 by Michael Billard (Angel-125).
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Community Discussions
Trending Discussions on Pathfinder
QUESTION
I'm working on a 2D game in Unity and am using the A* Pathfinding Package from Aron Granberg.
Everything appears to be working fine. AIPaths are being generated and AI Agents are navigating from point to point and avoiding obstacles as expected. It's fine except for one thing.
The position.z
of the AI Agent is incorrect.
The spawn origin of the AI Agent has a z of 0, and the target point has a z of 0, yet the AI Agent's z fluctuates between -9 and -1 as it traverses the path. The path itself appears to have a z position of 0 at each waypoint.
I haven't modified the code in the package at all and just followed the documentation when setting it up for 2D.
Any ideas what could be causing this?
NOTE: I haven't included a screenshot of it, but the prefab that is being spawned in as the AI Agent has a transform position of (0,0,0).
The A-star pathfinder object:
The AI Agent object (note that the Z pos is not 0):
The spawn point object that sets the spawn for the AI agent:
The destination target object that the AI Agent is heading to:
...ANSWER
Answered 2021-Jun-14 at 02:09In case anyone else runs into this problem.
The fix was to add a Rigidbody2D to my AI Agent and set the gravity scale to 0.
Even though my game doesn't use Unity's physics system for movement and the Astar package can move AI agents by transform, for some reason it requires a Rigidbody to keep the Z position at 0.
I'm still not really sure why this solves the problem because, when I was debugging the third-party Astar code, it always returned nextPosition values with a Z position of 0 yet the actual position that the AI Agent was updated to had varying Z positions...
If you have more info, leave a comment and I'll add it to the answer.
QUESTION
Here I have a predefined class constructor that accepts a superclass object and a predicate as parameters:
...ANSWER
Answered 2021-Jun-02 at 21:33It sounds like Character
is your own class, which is particularly nasty, because java.lang.Character
exists and it gets extremely confusing when you make classes that have the same name as a java.lang thing. Please rename that.
At any rate, if you have this:
QUESTION
I am trying to make a maze/horror game. I used an online template in the Roblox library as my enemy. I used pathfinder as you will see in the code below. It's finding me like it's supposed to, except it only goes for my LAST position. As you can see in the image below, it completely skipped me, went to my LAST position, then started chasing me. I don't know why it only goes for my last position, and not my current position.
...ANSWER
Answered 2021-May-05 at 15:02Your NPC's pathfinding updates when you call path:ComputeAsync(rootPart.Position, characterPos)
. The reason it is not updating more frequently is that you are blocking the start of the next loop with the last line : humanoid.MoveToFinished:Wait()
Your code is telling the NPC that it must walk to every single point between every single player, which could take minutes at a time, before ever calculating the path again.
The way to fix this is to make it so that the path can be recalculated quickly and asynchronously. To do this, try something like this :
QUESTION
TL;DR at the bottom
Good evening/afternoon/morning, I am trying to create a simple maze-horror game, and right now I'm trying to code my enemy. I used this rig to try to make my own custom enemy, https://www.roblox.com/library/5025299499/R15-Character-Template
I am using pathfinder to make my NPC chase the enemy which is working perfectly, except for the fact that it's constantly glitching/lagging. I tried every way possible, from refusing to use "humanoid.MoveToFinished", and using the code below instead. I also tried making the HumaoidRootPart be set to, "SetNetworkOwner(nil)". The only thing I haven't tried is to set ALL my parts in the rig too, "SetNerworkOwner(nil)", but I have NO idea on how to do that. I tried looping through all the parts, but I dont even know how to set each part that I looped through to, "SetNetworkOwner(nil). I also made and added custom parts into each body part of the rig, as you can see from the picture below. Please help me out, I really appreciate it.
TL;DR: I created an enemy using a template, I successfully used pathfinder, but it's just always lagging, even with all my efforts to stop the lag.
...ANSWER
Answered 2021-May-01 at 04:08Try deleting the repeat until
loop as the distance
variable doesn't seem to be used in the code.
Here would be the code structure:
Variable defining
Begin while loop
Player for loop
if statement to check player distance
< optional. If you do this, you need a variable for max distance for the NPC to follow a player. This variable should be made in the 'Variable defining' section
:CreatePath() and :ComputeAsync()
end for loop
:GetWaypoints()
start new for loop to loop through waypoints
:MoveTo(.Position)
:MoveToFinished:Wait(0.1)
< Highly recommended. This gives the script enough time to create and compute another path
end for loop
end if statement
end while loop
Please let me know if you have any questions
QUESTION
I have the following list in python:
...ANSWER
Answered 2021-Apr-27 at 19:29out = {"data": [{"{#NAPP}": i.split(":")[-1]} for i in napps_list]}
from pprint import pprint
pprint(out)
QUESTION
I'm interested in pathfinder stuff and found a cool example on a site from 2011 but there isn't any explanation for the code. I understand what it does but don't understand how the steps work. So, for example these are the edges:
...ANSWER
Answered 2021-Apr-27 at 19:04The crucial thing to understand in this example is how recursive predicates work. First of all, recursion always needs a recursion step (recursive use of the current predicate), and a recursion anchor (the step where the recursion stops). The resolution algorithm is a depth-first search, and whereever there are multiple options to choose from (i.e., a ;
or different rules or facts with the signature), the interpreter chooses from top to bottom and from left to right. To avoid infinite evaluations, the recursion anchor needs to be on the top like it is here, and the recursion step should be on the right of the second rule.
In the above example, the recursion stops when there is a direct edge between X
and Y
, because that's where the path ends. Keep in mind that the rules are implications from right to left. As the third parameter is an output argument (the result you want to get), it needs to be initialized first in the anchor. [X,Y]
does that by starting it with a list that contains the last two elements of the path. The rule is equivalent to the following:
QUESTION
Here is the situation:
- I have collections 'lists', 'stats', and 'posts'.
- From frontend, there is a scenario where the user uploads a content. The frontend function creates a document under 'lists', and after the document is created, it creates another document under 'posts'.
- I have a CF that listens to creation of a document under 'lists' and create a new document under 'stats'.
- I have a CF that listens to creation of a document under 'posts' and update the document created under 'stats'.
The intended order of things to happen is 2->3->4. However, apparently, step 4 is triggered before step 3, and so there is no relevant document under 'stats' to update, thus throwing an error.
Is there a way to make the function wait for the document creation under 'stats' and update only after it is created? I thought about using setTimeout() for the function in step 4, but guess there might be a better way.
Below is the code that I am using for steps 3 and 4. Can someone advise? Thanks!
...ANSWER
Answered 2021-Apr-08 at 12:53I can see at least two "easy" solutions:
- Solution #1: In your front end, set a listener to the to-be-created
stat
document (withonSnapshot()
), and only create thepost
document when thestat
one has been created. Note however that this solution will not work if the user does not have read access right to theposts
collection. - Solution #2: Use the "retry on failure" option for background Cloud Functions. Within your
statsUpdate
Cloud Function you intentionally throw an exception if thestat
doc is not found => The CF will be retried until thestat
doc is created.
A third solution would be to use a Callable Cloud Function, called from your front-end. This Callable Cloud Function would write the three docs in the following order: list, stat and post. Then the statsUpdate
Cloud Function would be triggered in the background (or you could include its business logic in the Callable Cloud Function as well).
One of the drawbacks of this solution is that the Cloud Function may encounter some cold start effect. In this case, from an end-user perspective, the process may take more time than the above solutions.
PS: Note that in the statsCreate
CF, you don't need to extract the listid
with:
QUESTION
I want to make one button to turn something on and off for my pathfinder character sheet. At the moment I have two buttons, one for on and one for off but I want just one. I've googled it and asked people but no luck. Im using google sheets
...ANSWER
Answered 2021-Apr-07 at 07:29J3
For this, use the method getValue():
QUESTION
I have a problem with the for loop. For some reason when I execute the loop it only prints out 1 element of the for loop. This is the data I have
...ANSWER
Answered 2021-Apr-01 at 09:16The variable 'datas' is getting overwritten with every iteration of the loop. Hence you are getting the last value only.
Try below if you need one list of the all the elements.
QUESTION
Hi I am having trouble with some file handling in Xamarin forms. Each time I run my code I keep getting the systemIO FileNotfound exception. The code I am using is below. The stuff about routerDB is part of a pathfinding NuGet package I am using called Itinero. Before my code can even reach the create routerDb.LoadOsmData line it keeps getting stuck at line 4 and returning the error: System.IO.FileNotFoundException: 'Could not find file "/Date\wales-latest.osm.pbf"'
Here is the the absolute path of that file "wales-latest.osm.pbf" in Xamarin forms.
C:\USW Pathfinder\USW Pathfinder\USW Pathfinder\bin\Debug\Date
I was so frustrated this did not work that I created another program but this time a windows forms one and I entered the same code as below and it worked first time flawlessly and created me the file wales.router.db as I expected.
Here is the absolute path of that file "wales-latest.osm.pbf" in Windows forms.
C:\Users\MYNAME\Desktop\Pathfinder\Pathfinder\bin\Debug\Date
I have also tried simpler file handling code in Xamarin forms to see if I can reach any file as shown in the second code block and I am always met with file not found.
Please can anyone suggest why this would be?
...ANSWER
Answered 2021-Apr-01 at 01:06c:\
is a folder on YOUR PC. Xamarin is running on a mobile device (or emulator) and at runtime it does not have access to your PC's filesystem. If you want to include a file as part of your application, you need to include as part of your project so that it is deployed with your app
Xamarin docs have entire writeup on working with files
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