OT. As a player of GTA 4 and Mafia 2 I hated GPS very much, because it prevented me from feeling the game, I was always like a blind man in there having to look at GPS. I turned it off in GTA 4, but Mafia 2 had no such ability. If you're making a game I would advise to make GPS optional.
2013/2/20 Sebastian Messerschmidt <sebastian.messerschm...@gmx.de> > Hello Héctor, > > Hello Sebastian, > > > > thank you for your quick reply. Let me re-explain my question. > > > > The main point is the navigation system. I am looking for something like > the following: > > > > - There is a 2D map (we don’t care now about how the map has > been made). > > - The system gets the map as an input with a starting point and > a destination. > > - The system has to calculate the shortest route (maybe with A* > algorithm or similar) from the starting point to the destination, and > avoiding obstacles (that are defined in the map). Let’s think in static > obstacles only. > > - The map and the route have to be displayed in the OSG scene > (in the HUD, for example, but that’s not a problem for me). > > > > So, I need to know if there is a way to define the map with obstacles > (with coordinates of whatever), load it into any library, calculate the > route and transform the coordinates of the map and the route into something > that can be displayed into OSG. > > > > Thank you. > > > > Cheers > > > > Okay, I see your question is a bit off-topic. But I'll give you some hints > anyways. > In my company we developed different algorithms and tools to create such > navigation meshes, to calculate (weighted) shortest paths and to navigate a > map. > Basically one option is to define polygons (which are not necessarily your > database polygons, and should be convex) which can be visited by a model. > These polygons have neighbor which define edges for moving from polygon A > to B. > Now simply treat those polygons (e.g. their center of gravity) as nodes in > a graph, and all edges between the polygons as edges in the graph > (potentially with a weight). > The resulting graph can then be traversed with A* or similar algorithms. > > Also another option is to skip the polygons and simply place points to > positions that are reachable, and define edges. So basically you sort of > draw your graph to your map. Then you would again use A* on this data > structure. > As for the display of the resulting route; simply draw the resulting > line-segments from you A* search. > > There are a lot of papers about automatic/semi-automatic navigation and > map creation, based on obstacle geometries, visitable polygons etc. > You will find literally hundreds of approaches, but I'm sorry that I > cannot point to a specific one, as everything is dependent on your scene. > > hth > Sebastian > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
_______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org