tag:blogger.com,1999:blog-1272803659321539598.post5444534154596424135..comments2024-03-28T23:38:41.403-07:00Comments on Digesting Duck: Stumbling Towards the HolidaysMikko Mononenhttp://www.blogger.com/profile/11900996590678707801noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-1272803659321539598.post-76631117284493680472009-12-27T04:53:23.523-08:002009-12-27T04:53:23.523-08:00Merry christmas and happy new year.
You've m...Merry christmas and happy new year. <br /><br />You've made life interesting for alot of people.<br /><br />Thanks!Unknownhttps://www.blogger.com/profile/16929476608955138290noreply@blogger.comtag:blogger.com,1999:blog-1272803659321539598.post-69144752245108287612009-12-25T09:50:46.707-08:002009-12-25T09:50:46.707-08:00I read about methods of a foot placement in the bo...I read about methods of a foot placement in the book "Advanced game development with Programmable Graphics hardware". They suggest to analyze animations of the foot bones, build special curves and change curves as you need. And how do you want to implement it?Yakovhttps://www.blogger.com/profile/12239884265114495349noreply@blogger.comtag:blogger.com,1999:blog-1272803659321539598.post-5710248451295909622009-12-24T08:14:25.829-08:002009-12-24T08:14:25.829-08:00Merry Xmas!
Thanks for all your help.
PS
Got dyn...Merry Xmas!<br />Thanks for all your help.<br /><br />PS<br /><br />Got dynamic tile method working. Next thing to do is serialize nav data and then onto IK foot placement.<br /><br />Try and get same result as this:-<br />http://www.youtube.com/watch?v=29ZEvxwq_F8<br />(but I doubt I'll manage)Chris Paulsonhttps://www.blogger.com/profile/09216942911734497735noreply@blogger.comtag:blogger.com,1999:blog-1272803659321539598.post-19756288707070951732009-12-24T00:37:15.379-08:002009-12-24T00:37:15.379-08:00Phil, I noticed similar thing. Based on how I tune...Phil, I noticed similar thing. Based on how I tune the parameters I get a bit different results, but the agents never really do stops, unless that is the only option.<br /><br />Choosing the velocity is pretty hard, and I took the same assumption as this paper [1] and it seemed to generate good results on simple cases with open space, the results are a bit too hectic to my taste on tight cluttered areas.<br /><br />In the example scenario, there are two choke points, where "in real life" might not try to over take. Or based on example by others, they might use the "left going" and "right going" openings.<br /><br />I want to make it first as robust as possible and as fast as possible. Currently sometimes some agents gets trapped behind wall of others.<br /><br /><br />[1] http://www.abcm.org.br/symposiumSeries/SSM_Vol2/Section_IV_Mobile_Robots/SSM2_IV_05.pdfMikko Mononenhttps://www.blogger.com/profile/11900996590678707801noreply@blogger.comtag:blogger.com,1999:blog-1272803659321539598.post-89334591669413455702009-12-23T13:01:29.519-08:002009-12-23T13:01:29.519-08:00Mikko: one obvious thing I see in these videos, is...Mikko: one obvious thing I see in these videos, is that the circles don't simply stop.<br /><br />If you look at real people navigating around each other, its quite usual for them to simply stop and turn sideways to allow more space for others to pass. Or to actually move behind a stationary obstacle to allow others to move quicker.<br /><br />Is there some way of adding that kind of thing into the work your doing now?Phil Carlislehttps://www.blogger.com/profile/05262518177977960604noreply@blogger.com