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Path experiments

PostPosted: Sat Aug 25, 2007 6:35 pm
by Troodon
Hi everybody,
I've started to do some experiments how to generate actor paths mathematically with formulas as simple as possible. (No for example the "jurassic" calibration method) So far I've made just something very basic; I made a code which generates a random "hill map" without using the path function of GE. Here is the exe file and of course I can publish the ged script (which I call unofficially GEysir) too if somebody gets interested. With the current method it eats all the fps so I must find tomorrow a better solution. However, what do you think about it? The draw actor code for the map generating ball is just 3 lines.

EDIT: Be carefull with low RAM computers. I have 1GB of RAM and the fps gets down when the 2nd hill begins.

Re: Path experiments

PostPosted: Sat Aug 25, 2007 6:45 pm
by d-soldier
Interesting... The ball-count most be pretty intense to eat away so much fps...

Re: Path experiments

PostPosted: Sat Aug 25, 2007 6:56 pm
by Troodon
Yeah, that's the fps problem. I'll try to upload better fps version as soon as possible. I will also add the "dead mans switch" to the next version just in case. "Dead mans switch" is just my small CTD avoiding thing that I add to my games. It quits the game when the fps value is in 0. (I had crash to desktop problems with my old Win98 so it became a habit for me to add dead mans switch) :wink:

Re: Path experiments

PostPosted: Sun Aug 26, 2007 1:34 pm
by Troodon
Here is the updated version!
It's much better for fps. But when the fps is low it makes uglier hills for some weird reason.