Hello, I came through the Ambiera forum where you had posted a compatibility of Xinput for CopperCube, but unfortunately when I tried to download it, it was no longer available. Could you make it available again? It would help me a lot.
Hey, hit me up on Discord ( _wingbyte_ ). I can send you the library over there. Me and @Hadoken are actually working on a slightly expanded version of it and might publish it later, but I can DM you the file for the version with XInput controller support. If Discord doesn't work for you, just let me know and I'll give you my email.
Hi! Yeah, it’s hard to say much - I never actually packaged it into a finished set of behaviors for no-code use. In reality, I did write the code for pathfinding using various algorithms as a proof of concept for the engine. The only catch was that the navigation mesh used a specific workflow and had to be created manually in a 3D editor.
Other than that, since there was zero interest from the community, I dropped it. The core was functional, there just wasn't a user-friendly wrapper for the code to make it easy for others to integrate into their projects.
No, I don't think so. It’s too much of a headache because, while I can package the pathfinding code itself, I’d also have to create scripts so that users could actually apply that path, and that process is just too variable.
Right now, after generating a graph based on the navmesh, the pathfinding returns an array of points from position A to position B. Depending on how they are located relative to each other, the array size will vary. To me, it’s obvious and simple how to work with that route in the code, but for the average user, that array doesn't help at all. Most people in the community aren't coders, they want out-of-the-box solutions.
That means I would also need to write a full set of behavior scripts for, say, an NPC to actually move along that array. That involves accounting for a ton of different scenarios and conditions to make it truly user-friendly. I honestly just don't want to deal with the hassle of that process.
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Plus, it's important to understand the difference between pathfinding/navmeshes and actual NPC AI. This is just a tool that generates a path for further processing by an NPC, it's not the AI itself. Because of that, I don't see any point in publishing my implementation, for most of the community, it would be completely meaningless, since without a set of events and NPC behaviors, it’s basically useless.
Hi! This little tool lets you write your own library and load it into your game or app.
For example, right now I’m using it to hook up a gamepad in a CopperCube game (plus a few extra features like changing the game window size at runtime).
← Return to tool
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Hello, I came through the Ambiera forum where you had posted a compatibility of Xinput for CopperCube, but unfortunately when I tried to download it, it was no longer available. Could you make it available again? It would help me a lot.
Hey, hit me up on Discord ( _wingbyte_ ). I can send you the library over there. Me and @Hadoken are actually working on a slightly expanded version of it and might publish it later, but I can DM you the file for the version with XInput controller support. If Discord doesn't work for you, just let me know and I'll give you my email.
Thank you very much, I am sending messages over there
Hello, i remember from the coppercube forum that you were working on some pathfinding, how did it go?
Hi! Yeah, it’s hard to say much - I never actually packaged it into a finished set of behaviors for no-code use. In reality, I did write the code for pathfinding using various algorithms as a proof of concept for the engine. The only catch was that the navigation mesh used a specific workflow and had to be created manually in a 3D editor.
Other than that, since there was zero interest from the community, I dropped it. The core was functional, there just wasn't a user-friendly wrapper for the code to make it easy for others to integrate into their projects.
oh i see, actually its very useful, i think this is something that the community needs a lot, provided it is packaged in a behaviour/no-code format?
can you do that? ☺
No, I don't think so. It’s too much of a headache because, while I can package the pathfinding code itself, I’d also have to create scripts so that users could actually apply that path, and that process is just too variable.
Right now, after generating a graph based on the navmesh, the pathfinding returns an array of points from position A to position B. Depending on how they are located relative to each other, the array size will vary. To me, it’s obvious and simple how to work with that route in the code, but for the average user, that array doesn't help at all. Most people in the community aren't coders, they want out-of-the-box solutions.
That means I would also need to write a full set of behavior scripts for, say, an NPC to actually move along that array. That involves accounting for a ton of different scenarios and conditions to make it truly user-friendly. I honestly just don't want to deal with the hassle of that process.
-------------------------------------------
Plus, it's important to understand the difference between pathfinding/navmeshes and actual NPC AI. This is just a tool that generates a path for further processing by an NPC, it's not the AI itself. Because of that, I don't see any point in publishing my implementation, for most of the community, it would be completely meaningless, since without a set of events and NPC behaviors, it’s basically useless.
ok
Hi wing, please what can this file be used for?
Hi! This little tool lets you write your own library and load it into your game or app.
For example, right now I’m using it to hook up a gamepad in a CopperCube game (plus a few extra features like changing the game window size at runtime).
wow, that's straight up amazing, keep on making good stuff for the engine, we got your back