Animator HashTables

NodeCanvas Forums General Discussion Animator HashTables

Viewing 5 posts - 1 through 5 (of 5 total)
  • Author
    Posts
  • #11282
    emmcd333@gmail.com
    Participant

    Hey Gav,

    What would you suggest be the approach to to connecting with a hashtable or hashIDs in Node Canvas. My approach would be to create external and perhaps bind the hash NC variable.

    Cheers.

    #11288
    Gavalakis
    Keymaster

    Hey,

    That is actually a really good approach, yes.
    You could create a small script with relevant properties that return hashIDs and bind them to Blackboard Variables indeed.
    Is the goal here to use these HashIDs in some custom task for Animator performance?

    Cheers.

    Join us on Discord: https://discord.gg/97q2Rjh

    #11291
    emmcd333@gmail.com
    Participant

    Hi Gav,

    Yes, it is primarily Animator performance but also the select-ability through a drop down is more accurate from a workflow standpoint than keying those references. The string translation process accounts for several frames we like to reclaim. And there would be very large number of these translations.

    Not to be a bother but NC is looking for a String and the hash is obviously an Integer. Would you say casting is the best way to overcome it ? I thought I saw a mention of this in either the docs or the forums. We would pass that solution back to the forum community as I think it would be a permanent action of general use.

    Cheers.

    #11294
    Gavalakis
    Keymaster

    Hey,

    In the next version, Animator related Tasks will also be able to use an integer for hashID instead of only string names.
    As such, you will be able to choose whether to use ID or name for these Animator Tasks.

    Let me know if that would work for you, and if so required I could send you those updated tasks sooner.
    Thanks.

    Join us on Discord: https://discord.gg/97q2Rjh

    #11296
    emmcd333@gmail.com
    Participant

    Hey Gav,

    That is superb news! Building an AI-based (i.e. the movement piece of player AND opponent) requires a non-linear increase in calls to the Animator to maintain to create a decent experience. It’s a tough challenge. One of elements liked most is the ability to micro-manage responsiveness when paused and moving forward frame by frame. It exposes the slowdown on Animator calls. Granted , they are complex, but , for mus at least, its’ a goldmine of potential optimization.

    Looking forward to incorporating it when your schedule permits!

    Many Cheers.

Viewing 5 posts - 1 through 5 (of 5 total)
  • You must be logged in to reply to this topic.