
inolen: Should do D3 in browser next!
[lvlshot]http://cs.unc.edu/~freeman/junk/naiveplanning.jpg[/lvlshot]
I upped the localent limit to 4096, but then I hit the overall entity limit and get an error message stemming from the engine. The comment mentions something about if you want to increase it you have to re-order bit packing...inolen wrote:The localents are stored in one big pre-alloced linked list, the max is defined at the top of cg_localents.c - pretty easy to up it seems. I don't think there is a restriction on their resulting refents.
Thx for the suggestion... I'll look into that if MAX_POLYVERTS isn't any easier to increase, but it sounds like they should be:inolen wrote:Ahh, yes, the engine uses the entity number as part of the int32 sort key for the draw surfaces.
You could fiddle with removing some bits used by the shader number (SHADERNUM_BITS is 14) and adding them to ENTITYNUM_BITS (which is 10). 16384 shaders sounds rather generous.
Code: Select all
// these are sort of arbitrary limits.
// the limits apply to the sum of all scenes in a frame --
// the main view, all the 3D icons, etc
#define MAX_POLYS 600
#define MAX_POLYVERTS 3000
Yessir^misantropia^ wrote:inolen, how's the project coming along? I confess to being a teensy weensy intrigued.
Kaz, is https://github.com/freemancw/Q3Plan your project? I'm guessing yes.
You can take a peek of the latest at:^misantropia^ wrote:inolen, how's the project coming along? I confess to being a teensy weensy intrigued.
Kaz, is https://github.com/freemancw/Q3Plan your project? I'm guessing yes.
Very awesome and performance isn't even that bad in FF 17 on x86_64 Linux. You rock.inolen wrote:* if you're running in firefox, expect poor performance on Mac / Linux as the 64-bit FF's JS engine runs pretty bad in comparison to the 32-bit build distributed on WIndows.
Awesome^misantropia^ wrote:As a FYI, I showed it to the people in #node.js and they were very much impressed. But there was lots of clamoring for mouselook. :-)
Just noticed this commentKaz wrote:Eraser: doesn't Steam have similar functionality to IndieCity? why not use that?
Sorry, that is pretty derpy...obsidian wrote:For future reference, you should type all that into the video description, so people watching your video don't have to watch 8 minutes of you typing with 1 minute of actual demo.
obsidian wrote:Interesting concept, though I think you also need to keep in mind that real players often will use other devices like trick-jumps to move around a map far faster than a bot can.
Maybe I should write something to explain this better. The idea is that if you let this process keep going and don't stop it when it finds the first path, then it will over time find faster and faster paths and reduce the time it takes to reach the goal (i.e. it will find those trick jumps that allow it to move to the goal like a player would). The bot isn't using the standard bot movement Q3 provides already, it's just randomly choosing how to move at each time step (you can come up with better strategies than this). I assume that I can find better paths than the standard Q3 planner, it's just a matter of running enough iterations. The reason it takes so long to find even that first path is because I'm running everything in real-time so that I can visualize what's going on. If I want to make this into an actual tool you need to run a dedicated server without a client, and try to make it produce new states as fast as it can. That should allow it to converge on fast paths in just a couple of minutes since it doesn't have to do any rendering.Eraser wrote:How come the bot takes 14 seconds to move towards the goal while simply walking along the plotted path should take no more than half that time?