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Blog Comments posted by Rekindled Phoenix
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Are you using Lazlo's Leadwerks.Net libraries?
It would be wonderful to access native OpenGL with C# code! This is exciting
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This is wonderful news, great progress Josh!
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This is something similar to the way I'm handling onscreen click events. Your implementation is more thorough than mine.
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That looks awesome! I sure hope that LE can incorporate this kind of feature into the native API soon.
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I've been looking for something like this! thanks for sharing
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This is going to be an essential asset to some games. An out of the box sky environment will be wonderful Josh
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Thank you Josh !!
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Looks great
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@Rick
I agree with you, NavMesh is a quick way of doing things for all games. If you utilized my method and pre-calculated all of the data, it would be the equivalent of a navmesh without any hand placed nodes. I was just happy to share my solution to the rest of the community.
@Pixel
My AI follows a collection of vectors. That way if I ever need to I can swap to another method.
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yaaaay snow!
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The most optimum setting would be for a collection hash values (start / end) to be stored for future lookup. Pre-caching the values in a map also works in comparison to my on-the-fly method.
An interesting approach .. what sort of speed are you getting for plotting paths over reasonable distances?
Instantaneously for 50 LE Units. I don't need anything past what my camera can see so I haven't tried.
I've tried doing this in the past but I failed.
1) Performance over a long distance
2) Complicated enviroment with dead ends - you'll search down a dead end and have to come back
3) Complicated enviroments with stairs door etc.
Hand placing is an old fashioned approach which no current games do.
Actually, Fallout 3 and Unreal do. Those aren't necessarily the latest and greatest, but they are still popular in gaming communities.
This problem can easily be solved by placing collision data keys on certain objects. If a loop returns a collision key of 'stairs', the algorithm I'm using can be tweaked to adjust height. Changing the radius of the circular checks allows small rooms and narrow passageways to be searched. When an entity exists over a far distance, the radius increases dramatically to save node data.
..i found that Djikstra, i have implemented with some small optimizations, working beautifully fast .. it was easy also to make it tied to game logic in such sense that it can enable/disable search nodes depending on accessibility of specific zones (door open or not, etc) ... I highly recommend..
Exactly! This was a similar approach I used to avoid the rocks in the picture. Each avoided model is stored with a minimum node radius in a collection.
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This is a wonderful addition to LE. I'm very pleased with the amount of effort you put into keeping the engine as optimized as possible. Thank you Josh.
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An idea that no one has tried: playing hundreds of video games on a remote networked computer. I don't really see the benefit of not owning / downloading games besides the installation. For some reason I like the 'tangible' bytes on my hard drive in case my internet dies. If I pay for a service, I like to keep my games.
I think they'll make a moderate profit, but the idea just sounds too good to be true if multi-player games already have lag.
I can't wait for your updated Network though!
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I am so glad I'm not the only one who has noticed this.
Back in Leadwerks .Net Development
in klepto2's Blog
A blog by klepto2 in General
Posted
That is awesome! We can finally have a unified GUI soon