Animator HashTables

Forums 💬 NodeCanvas 🗨️ General Discussion Animator HashTables

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  • #14139
    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.

      #14143
      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.

        #14142
        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.

          #14141
          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.

            #14140
            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.

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