Jnnshschl/AmeisenNavigation
Navigationmesh Server for my bot based on the TrinityCore MMAP's and Recast & Detour
General code refactoring and new Navmesh-Tester GUI
📦 Improved Map Loading Speed:
- Map loading has been significantly accelerated, especially for systems with multiple CPU cores. On a machine with an AMD Ryzen 7 6600HS, the Eastern Kingdoms map now loads in less than 1 second, a substantial improvement from the previous ~5 seconds.
✨ New Smoothing Algorithm:
- Introduced Bezier-Curve-Interpolation as an additional smoothing algorithm for enhanced map rendering.
📦 Polygon Exploration Logic (Work in Progress):
- Implemented basic polygon exploration logic, although it is currently a work in progress and not yet usable. Future updates will refine and complete this feature.
📦 Support for Multiple MMAP-Formats on a Per-Client Basis:
- The server now supports multiple formats, allowing flexibility on a per-client basis. Clients need to send their desired MMAP-Format on connecting.
📦 Code Optimization:
- Conducted a thorough optimization of the C++ code structure, enhancing overall efficiency and performance.
📦 MMap Export Tool (Under Development):
- Initiated the development of a new MMap export tool. This tool is still in the early stages of development and will be refined in subsequent releases.
+ Added 5.4.8 18414 support (set "iClientVersion=1" in config to enable 5.4.8 mode)
big refactoring and random paths
Performance tweaks, multi client optimizations
Updated AnTCP.
Optimized the servers internal logic and added CastMovementRay function.
Implemented the known path smoothing algorithms, chaikin-curve and catmull-rom-spline.
This is a complete rewrite of the messy C# server and its shitty C++/CLI wrapper. The server is now written 100% in the language of the gods. It's missing path smoothing at the moment, but this will be implemented shortly.
Fixed a bug where the server used 100% cpu with no clients connected. General tweaks and optimizations.
Changed the protocol to bytes, removed the serialization stuff.
+ CatmullRomSpline smoothing
+ random pint finding + far pathfinding
+ Enabled Compiler Optimization + Added Vector3 struct
+ Add MoveAlongSurface function just like recast and detour + Add CastMovementRay function to test movement + Optimized the C++ code
📋 Changes
- removed junk
First stable release v1.0
