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Pixel Perfect

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Blog Comments posted by Pixel Perfect

  1. Great news. Having recast embedded into LE3 is a huge plus.

     

    All nav mesh systems should handle that route easily Wchris so long as there is a viable route between the two points, the fact that there is a vertical displacement between the two points doesn't matter so long as no part of the path exceeds the maximum step height. It would be a single nav mesh as a nav mesh should reflect all walkable areas of a level regardless of where they are placed. You should, as an example, be able to fall or jump off one area onto another previously inaccessible area and still be able to navigate that new area.

  2. Good luck Clackdor, it's a long and arduous learning curve but an ultimately enjoyable experience. If you follow Rick's and others advice combined with your own intent to learn enough about all key aspects of game design (a good choice in my opinion) then you will be well on your way to eventually having the skills and knowledge to develop simple games yourself and manage a team to develop bigger ideas.

  3. Having started from scratch with no experience in games programming and design it’s been a long haul and I still have some way to go; but one of the benefits it has brought is an ability to now distinguish between the few who 'walk the walk' as opposed to the majority who just 'talk the talk'. Having followed your status updates over a period of time I can see you have been hitting all the critical areas that a serious developer needs to hit and as such have faith in your ability to pull this off. It’s great to see you have arrived at the point where you feel actual game development can commence (a point I have yet to reach) and I wish you and your team good luck and look forward to updates on your progress in the future.

  4. This is shaping up nicely. Very happy with this and yes ... nothing wrong with pointers. I thought Rick's example was a good one:

     

    // Entity being the base class, Mesh deriving from Entity,  
    //and Box deriving from Mesh 
    Entity* box = new Box(); 
    Mesh* box1 = new Box(); 
    Box* box2 = new Box(); 
    
    // GetPosition is shared by all Entity types so they all have access to it 
    Vec3 v = box->GetPosition(); 
    v = box1->GetPosition(); 
    v = box2->GetPosition(); 
    
    Entity* mat = new Material(); 
    Material* mat1 = new Material();

  5. Sounds like a great future strategy, I personally agree with you in not pulling in loads of investment just because you can. If there is a clear need and justification for it then that's a different matter. I also believe that with a sustained period of C++ coding you will not find it to be quite the beast you believe it to be, but only time will tell. Good luck and enjoy your well deserved break. Exciting times ahead!

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