Pathfinding perfection

Nostalrius official media

Pathfinding perfection

by Viper » Wed Nov 26, 2014 5:55 am

Pathfinding perfection

Pathfinding is a complex feature allowing a server to calculate a path linking two given points. This causes monsters to avoid obstacles, not fly, avoid getting undermap... When it functions correctly.
MaNGOS implemented pathfinding in 2013, but did you know that Nostalrius was the first realm that created and still uses its own pathfinding system, regardless of the expansion and the language? And this, since 2010, 3 years before the official MaNGOS pathfinding release? (This 2010 video proves it).

However, since 2010, we have been reworking and improving our initial version, to fix bugs that now appear on private servers : monsters walking on the roof, stuck in textures, performance issues, pets that stop walking or take crazy paths to follow their master... Pathfinding was also improved to support path calculation in 3 dimensions : pets and creatures can swim correctly, flying monsters do not stay on the ground.

Once these bugs fixed, we had a theoratically amazing pathfinding. However, it only applied to monsters movement. All there was left to do was extend it to other mechanisms, resulting in them working better then anywhere else. Charges, fears, sheeps, blinks, pets.... all these now also use pathfinding, just as they do on Retail, thus greatly improving gaming quality and experience, and avoiding a ton of bugs (undermaps, visual bugs, desynchronisation, numerous bug exploits...)

Throughout our comparatives tests on Retail, we found out a few bugs, that we fixed on our realm, which will be showed as a bonus clip at the end of the video!

We are proud to show you, through this 3rd video, one of the most unique and impressive feature of Nostalrius Begins.

http://nostalrius.org/
User avatar
Viper
Administrator
Administrator
 

Re: Pathfinding perfection

by Niasar » Wed Apr 15, 2015 7:46 pm

Damn, all this is inspiring to read. Massively impressed!
Niasar
Private
Private
 

Re: Pathfinding perfection

by Athene » Wed Apr 15, 2015 8:09 pm

Viper wrote:Nostalrius was the first realm that created and still uses its own pathfinding system, regardless of the expansion and the language? And this, since 2010, 3 years before the official MaNGOS pathfinding release? (This 2010 video proves it).


That's funny, we had the same update at the same time on my old TBC server, pretty sure both servers thought they were the only one to have the pathfinding at that time :p nice work

WorldWide First pathfinding belongs to French/Belgians :D
<Genesis>
youtube.com/GenesisGuilde

MSBT [Continued] landed on Nostalrius, check it here: forum.nostalrius.org/viewtopic.php?f=63&t=1721
User avatar
Athene
Senior Sergeant
Senior Sergeant
 

Re: Pathfinding perfection

by Leekie » Thu Apr 16, 2015 7:36 am

But at that time, your old TBC server only had pathfinding in arenas and instances if I recall correctly, later introduced to the world and you were not the first on this! :p It was nice to see some competition between these two french TBC servers but devs were friends and shared some fixes. ;)
Leekie
Grunt
Grunt
 

Re: Pathfinding perfection

by peter2015 » Tue Jun 02, 2015 9:44 am

Hi
Wow !!
peter2015
Tester
 

Re: Pathfinding perfection

by Campeador » Sat Aug 22, 2015 3:13 pm

You are completely wrong. Pathfinding system for MaNGOS for developed by faramir118 in 2010. I was one of the first testers. Previously, in 2009, it was demonstrated on Trinity Core by the creator of Recast Navigation(pathfinfing middleware), but not released to public. Mangos was famous for its slow approvements and checks.
So, it should be:
MaNGOS APPROVED pathfinding in 2013.
Campeador
Tester
 

Re: Pathfinding perfection

by kuurtzen » Sat Aug 22, 2015 7:59 pm

That's all very nice but warriors still charge 10 or more yards away from their targets or in some places it simply doesn't work(above wsg tunnel o name one place)
kuurtzen
Senior Sergeant
Senior Sergeant
 


Return to Media