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themars2011

Networked Navmesh AI. [For a armedunity fps]

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Today I spend about 3 hours getting a networked ai. Using Photon and navmesh (and omas kit - converted to C#).

Everything is synced, even the wave system.

I will add attacking to the AI later, first im listening to your feedback :YMPARTY:

I will submit this game later to the games section :)

 

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That is very nice. You have done a great job as far as networking it. Well themars2011 its been a while since we have chatted with eachother. I think its cool that your making Recent made projects better and like extra features. Great job.

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Thank you :)

 

Alright guys! BIG STRESS TEST IN ABOUT 10 MINUTES. Ill drop the link here, please join. Up to 20 players

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Alright guys, here is the link (was faster than I thought :P ):

Please join :)

Find room -> Refresh then join room "Stress test"

 

Testing is over

 

Size: 17 mb

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This future update will be very fun to create a coop mod...

For the NavMesh I understand how to act, but for each spider, do you use the same principe like with player ?

Do you use for each monster PhotonNetworkSync_FPS ? It would use the bandwidth. How many spiders you can create without lag ?

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Spiders can attack you already.

Each spider has a navmesh, then a script picks a random player and then sets that to the navmesh.

Ive also written a custom syncing script ofr spiders that just syncs position and rotation. Ive tested up to round 16 which has 160 spiders total, idk how many at once there can be

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160 AI's with photon cloud? :d

Maybe check how many messages you send.
Possible you already received email from exitgames.

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well in total there were so many in that round but they die really fast

ah btw how can I check how many messages I send ?

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Important is how many AI's you have in game at once.
You can check here:
www.exitgames.com
then go to Dashboard -> My aplications -> Details. There you will find Graphs.

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You will want to right a script that get all AI objects and send messages as a group not just one each, if you have swarms of thing you will want to right a single script that will control all of that group not just one each, especially with that many in one scene it is a waste of processing power 

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Too bad im not a pro like you since this is the first time I did ai :(

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Also talking about max players in game...
Here is formula: player x (player+1) x number of msg /s
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So if you have 8 players in game and you use only OnPhotonSerializeView to sync them and by default OnPhotonSerializeView shoots 10 times a second:
8 x (1 + 1+ 7) x 10 = 8 x 9 x 10 = 720 msg/s (already over "soft" limit 500msg/s).

With 20 palyers:
20 x (1+ 1 + 19) x 10 = 20 x 21 x 10 = 4200 msg/s

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maybe I should wait for uNet to come out then :/ Atleast I now got some experience with navmesh

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Please login or register to see this quote. I dont know. Actually it's a first time when i hear about uNET. Also, when it will come out?

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Did u use my idea themars the one I talked to u about just curious cause nice job :)

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