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PostPosted: Fri Nov 24, 2006 11:51 pm
by Cleve_Blakemore
makslane wrote:It's a optimized A* pathfinder, but only with actor's bounding box.
To use the real actor shape, like in collision, was very slow.


I had to look through the demo quite a bit before I realized this behaviour was implemented with a single variation on an existing command.

Makslane, I believe this is equivalent to the advance of the combustion engine over the horse'n'buggy. The possibilities are limitless.

I tried to optimize A* in C Script in my isometric engine for a couple dozen hours, but with more than a handful of zombies it just didn't work very fast at all. I think this is what could make my iso game playable is the addition of this automated command. I'll have to play with it for a while to find out. I wrote a lot of code for A* to support one character at a time, I have to see what penalties apply for many chars at once plotting paths.

The game I've been trying to build with GE is ambitious but with the addition of this command starts to seem doable. Thanks, Makslane.
:!:

WOW!!!!

PostPosted: Thu Nov 30, 2006 8:59 am
by kyensoftware
8) 8) :shock: OMG!!! Avoid is so smart!!! :shock: 8) 8)
I got it to move through a 12000 x 12000 maze and it made it!!!!!
It's like the ai in a game like Battlefield 1942!!!(they don walk on top of grenades) Its better then eny of my mates' brains!!
I tested it just usin arrow keys to see if they could make it but they didnt....
It would be good for tours of the map!! :lol: lol

PostPosted: Thu Dec 07, 2006 10:58 pm
by willg101
This looks sweet!

Sorry if I'm a little late :oops: