catman11566 Posted May 1, 2020 Share Posted May 1, 2020 Hey guys! Ive recently been trying to code a basic path finder, for pipes on a building. I have tried writing it in a vex for loop, without much success. Did i just code it wrong, or is this even possible without using the solver node? I have a lot of buildings and i want to generate the pipes without running the timeline, any ideas? Thank for the help! Quote Link to comment Share on other sites More sharing options...
Whatsinaname Posted May 1, 2020 Share Posted May 1, 2020 Have you tried the FindShortestPathSOP? Quote Link to comment Share on other sites More sharing options...
catman11566 Posted May 1, 2020 Author Share Posted May 1, 2020 1 hour ago, Whatsinaname said: Have you tried the FindShortestPathSOP? I have, but it chooses paths im not totally in love with. For example it'll make a zig zag from start to end, as opposed to a single right angle. I think ill move forward using it the best i can. But for my own understanding, is it at all possible to do what i mentioned without a solver node? Feedback information to use again in the same vex code? Quote Link to comment Share on other sites More sharing options...
Whatsinaname Posted May 6, 2020 Share Posted May 6, 2020 If you want feedback information, you need a solver. Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted May 6, 2020 Share Posted May 6, 2020 Nesting two loops into each other should be sufficient for a greedy algorithm: while(you are not close enough to the target){ update current position and overall search direction for(a few new tries to find the best next step) } Quote Link to comment Share on other sites More sharing options...
anim Posted May 7, 2020 Share Posted May 7, 2020 without solver you can easily use For Loop With Feedback and break using Stop Condition whenever you are happy Quote Link to comment Share on other sites More sharing options...
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