Ambiera ForumDiscussions, Help and Support. |
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A new idea for CopperCube: A traffic system should be in CopperCube Engine. Easy and a little of codes. See in Godot Engine the example if you want: https://www.mediafire.com/file/t... |
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Coppercube already has path-following for 3D meshes and AI path-following for Game characters... Takes just a few clicks to set up traffic/peds/enemies etc in Coppercube. Following a path using AI game behaviour also makes them automatically go up/down over terrain (with collision/gravity/inclination) and switch between attack/patrol/wait etc as they follow the path and the route is varied slightly with the path as a guide. There is also a "can fly" option. Following a path as an action, they will simply follow the path exactly with no collision/gravity or deviation in route. You can smooth paths with "tightness" setting and also "close loop" to make the line a circuit. With a straight line, you can set which action to take when the end of the path is reached. You can also use the AI to move characters and meshes between different path nodes or other character nodes, instead of just following a set path. This can be used to make civilians run for shelter when being shot at and only come pack to the path when the shooting has stopped (for example). |
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very nice info veganpete |
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Nooo... 'Vegan Pete' and 'Coa', you didn't understand the post on the forum. The path node of Godot Engine gives envy to the people of Coppercube. The path node of Godot works well and softly. It's better than path node of Coppercube. Download Godot for free and see my project in Godot. Try to reproduce it in Coppercube. You cannot! The path node of Godot is ideal for use! More useful. The path node of Godot might have in Coppercube. It's good. It's fantastic to Coppercube. See the project and tell me about what you think. Alright? |
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I tried Godot for around a year before I switched to Coppercube. I don't think Godot's pathffollowing is any better than Coppercube's. Personally I thought Godot's features looked amazing - but I couldn't learn to create anything decent with it just using the nodes - it was too confusing for me, but that's just my personal opinion. If you want perfect pathfinding though, I recommend you try the StormShadow tracking-code instead. The terrain-tracking capabilities of SCALP were developed in France and UK and are way better than Godot's pathfinder nodes. The precision-codes (written by BAE) are probably still the quickest/most accurate terrain-following-pathfinding example in the world - written in a proprietary alpha-numeric machine-code though, so you'd have to make your own Coppercube plugin to convert it..... or ask just_in_case nicely and he'd could probably do it for you if you don't know how. |
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By the way, please upload your Godot project here and I'll recreate it for you in Coppercube (without coding) and repost the ccb file for you to compare. |
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Arcanjo wrote: Nooo... 'Vegan Pete' and 'Coa', you didn't understand the post on the forum. The path node of Godot Engine gives envy to the people of Coppercube. The path node of Godot works well and softly. It's better than path node of Coppercube. Download Godot for free and see my project in Godot. Try to reproduce it in Coppercube. You cannot! The path node of Godot is ideal for use! More useful. The path node of Godot might have in Coppercube. It's good. It's fantastic to Coppercube. See the project and tell me about what you think. Alright? I dont see anything fancy in this project that coppercube cant do..(with cc even simpler) But yes Godot has some nice features that Coppercube doesnt have. |
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Path node and Pathfollow node are amazing in Godot. Coppercube needs those nodes. But now, PathFinding method hurts Coppercube's scenenodes. There isn't Pathfinding in Coppercube. Pathfinding is another thing to Niko's roadmap. |
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There are pathfinding solutions that have been created by users in this forum...Try them, they do their job well:) |
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