Product Chat / What is creating A.I obstacles really doing?

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m2design
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Posted: 3rd Sep 2017 21:11 Edited at: 3rd Sep 2017 21:14
I have been working on a large map for some time now . When I run a test the section that is called "creating A.I obstacles" takes 180 seconds or 3 minutes.
Because I run a lot of tests, this is longer than I want to wait just for the obstacles to be created.
I found the settings for "obstacleradius =18" in the setup file. If I change this setting to 144 the task time drops to 15 seconds. If I change it to 288 the time drops to 5 seconds. There is also a setting for "skipobstaclecreation" set to 0 changing this setting to 1 causes gg to freeze and requires task manager fix.

Does anyone know what "creating A.I obstacles" is really doing and is there a bad impact on changing the setting?

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synchromesh
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Posted: 4th Sep 2017 01:12
Quote: "Does anyone know what "creating A.I obstacles" is really doing and is there a bad impact on changing the setting?"

My best guess is its formulating the AI's path around the map ?
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smallg
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Posted: 4th Sep 2017 08:19 Edited at: 4th Sep 2017 08:22
It creates the collision boxes around the entities and the allowed areas for AI to walk.
The first setting you mention makes the boxes around entities larger and so makes the areas the the AI can use smaller... A large setting would make the map appear largely blocked for the AI and thus the faster result, as instead of complicated areas they simply can't move far.

As for bad impacts for changing it... Well yes, the AI will need to be carefully placed to allow them to move at all and some areas may look clear to the player but not the AI if you go too big.
You can see the boxes if you slide the debug (is that the right name?) Slider up
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LeeBamber
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Posted: 4th Sep 2017 10:35
Does anyone else get the freeze when 'skipobstaclecreation=1' is used in the SETUP.INI file? I often use this to speed up my test game sessions during debugging. I would like to find a quicker way to calculate AI waypoints but large levels throw up a huge number of possible paths for AI. I suppose it could be switched off and replaced with a way to manually specify 'walk areas' but as you can test with the Floor Zone marker, it could get a little painful to do, time-consuming and if you change your level layout, repetitive. There is a system to remember the AI waypoints if you do not move any static entities from the previous test run, but this rarely gets used as static entities are often moved.
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Posted: 4th Sep 2017 12:00
I would be "(easy)"/good/cool to create the AI paths/areas like using the grass paint brush...
Paint the area where the AI can walk around, sure u still need a collision detection...
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m2design
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Posted: 4th Sep 2017 16:32
@Lee
Sorry I made a mistake in my top post.
"obstacleradius =0" was the change I made that caused GG to crash, which seems reasonable.
"skipobstaclecreation" set to 1 does not create a crash. sorry for the false alarm. I will do as you do and use this command for daily testing and leave the
"obstacleradius =18" for when I need a full AI path critical test.

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Posted: 5th Sep 2017 02:53
I've always assumed they are creating the bounding boxes and such for each collision object, for both player and AI entities. After years of using Game Guru and waiting for them to complete, I now think of them as time eaters. Some rogue objects occasionally extend the pain and cause ridiculous build times...
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Bored of the Rings
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Posted: 5th Sep 2017 06:41 Edited at: 5th Sep 2017 10:32
tested out the 'skipobstaclecreation=1' in the .ini and no freeze my end. Although it seemed to stop my character from animating, but will double check that.

[update-was probably hallucinating, animation seems ok with the option set to 1]
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Posted: 5th Sep 2017 14:54
Hi guys I want to warn you,

using of this specific fence adding me lot of A.I obstacles load time,I tested it.

when I removed it the A.I obstacles load time drop from 60 sec to 2 sec.

hope it will help.

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GraPhiX
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Posted: 5th Sep 2017 16:04
Quote: "using of this specific fence adding me lot of A.I obstacles load time,I tested it."


Yes I posted about that a few months ago I created a new version of the fence, I will upload it in free models and email the new model to Lee
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Peri
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Posted: 5th Sep 2017 16:12
@GraPhiX Thanks its will be great
granada
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Posted: 5th Sep 2017 17:01
Quote: "Yes I posted about that a few months ago I created a new version of the fence, I will upload it in free models and email the new model to Lee "


What was causing it ?.i wander if any of the other models are like it.

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GraPhiX
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Posted: 5th Sep 2017 17:59 Edited at: 5th Sep 2017 18:02
not sure Dave was a big issue for me, I have posted a new fence in my Free model thread if anyone would like it this one does not stall creating AI obstacles this does snap together too https://forum.game-guru.com/thread/217932?page=4#msg2585335

Quote: "@GraPhiX Thanks its will be great "
np give this a try if its ok for you I will do a gate to go with it
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Belidos
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Posted: 5th Sep 2017 18:06
change the collision line to 0 in it's FPE, as far as i know it dodgy geometry on the model making GG think there's more collision areas than there is, if you switch it to box collision (it really doesn't need any more than that) it should be ok (at least the models i had that issue were fixed that way).

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GraPhiX
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Posted: 5th Sep 2017 18:39
Hi Belidos
If you remember we already had this discussion and we could not get it to work that's why I created my own
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Belidos
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Posted: 5th Sep 2017 20:22
Ah that was this model, ok it's something else then, most other stuff that has done similar has been fixed by changing the collision/.

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Belidos
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Posted: 5th Sep 2017 20:34 Edited at: 5th Sep 2017 20:36
Hmn, just tested that fence (mega pack 3 - scenery - office and industrial - fence), and AI obstacles goes past so quick I don't even see it on screen, I tried both with and without the entity in the map and on both occasions loading took 4 seconds start to finish. So I can't see any issue with it at my end.

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Posted: 5th Sep 2017 21:11
Quote: "What was causing it ?.i wander if any of the other models are like it."

I found issues with many of the buildings out of the city pack. I was getting 20+ minute test runs which was pretty frustrating. When I removed all the buildings the test runs went down to about 2 mins. So a pretty big difference with those buildings in.
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LeeBamber
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Posted: 6th Sep 2017 10:44
It does suggest there is perhaps some intermediate layer we could inject which can give you some control of the AI obstacle generation step, but not sure how this can be done without adding a lot of extra 'manual work' to the art of creating levels. In top games, the AI and collision data are treated almost entirely separate from the visual geometry and often involves the creation of a simpler mesh for collision purposes. Maybe in the future, some kind of 'layer mode' which can draw this data over your level in the editor, allowing edits, additions, and removals before going to test game. I hesitate to promote the idea as it would inevitably lead to a slightly more complex editor experience, and more daunting for the beginner.
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GraPhiX
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Posted: 7th Sep 2017 09:27
this was my original post concerning AI obstacles https://forum.game-guru.com/thread/217860
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