Gamestudio Links
Zorro Links
Newest Posts
AlpacaZorroPlugin v1.3.0 Released
by kzhao. 05/22/24 13:41
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
Change chart colours
by 7th_zorro. 05/11/24 09:25
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (Akow), 1,365 guests, and 7 spiders.
Key: Admin, Global Mod, Mod
Newest Members
AemStones, LucasJoshua, Baklazhan, Hanky27, firatv
19055 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 5 of 5 1 2 3 4 5
Re: [GA experiment] "The Village" [Re: Puppeteer] #172419
12/19/07 12:53
12/19/07 12:53
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline
Serious User
LarryLaffer  Offline
Serious User

Joined: Jul 2004
Posts: 1,205
Greece
It was usually on 60, but when everyone pathfinded it dropped down to 23 the most


But even 23fps is fine, but apparently the pathfinding does a hell of a lot of stuff in one frame, and the game becomes choppy. That means something is wrong, cause if you're using pure A*, you could be calculating paths in 1000x1000 grids and still not get any 'chopping'. In fact you could well be doing 10-20 simutaneous A*s in one frame and not have a frame-drop, cause you're not using any c-traces, just passable/not passable tiles. So check that out

I do like the overall feel and love the 2d graphics. I'd change that resolution though; look how cool the screenshot i posted looks, the people are cuter and the graphics don't look pixelated any more. Also, you'll be able to see much more of the overall village, which is what you'd want in a GA expiriment 800x600, maybe even 1024x768..

For the effect, i could care less

keep it up,
Aris


INTENSE AI: Use the Best AI around for your games!
Join our Forums now! | Get Intense Pathfinding 3 Free!
Re: [GA experiment] "The Village" [Re: LarryLaffer] #172420
12/19/07 13:23
12/19/07 13:23
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline OP
Expert
Puppeteer  Offline OP
Expert

Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
I just tested a resolution of 800*600 and i get just with the rendering a framerate of 28FPS maybe it is because every tile is an own panel...
If i only render the ground (the tiles) i get 48FPS which means they are slow too. I think at first i have to improve them.
So now i will try using windows instead of panels
I hope it will work better ^^


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: [GA experiment] "The Village" [Re: Puppeteer] #172421
12/19/07 13:47
12/19/07 13:47
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline
Serious User
LarryLaffer  Offline
Serious User

Joined: Jul 2004
Posts: 1,205
Greece
that sucks..

Here's an idea..

I guess you're using an editor to place those tiles and make maps right?

Index your tiles like this:

1=Grass
2=Pavement
3=mud
-1=fence
-2=flowers

etc..

negative tiles are impassable, to help with your A* later on

so when you copy paste tiles in the map using your editor, you're gonna use seperate panels like you do, but when you click DONE, your editor creates a .txt file like this:

Code:

1 1 1
2 2 2
1 1 -2 (a 3x3 tile map, consisting of a pavement and some flowers on the lower right)


Now.. of course you can use this data for a very fast A* pathfinder.. and in the actual game, you're gonna use this data to create a humongous new bitmap file on the fly, using the new bmap functions(bmap_create, pixel_to_bmap, etc..). Start by creating a blank bmap, then read the first digit from the .txt file (f.e 1), open the corresponding grass bmap and add it to the blank bmap you created. When you're done, you'll have a huge bitmap that will hopefully be nicer to the fps

it's not the only way, but i think that's how i'd do it. It's a grid game, so it's wise to have an underlying grid structure in memory, instead of relying to the tiles themselves


INTENSE AI: Use the Best AI around for your games!
Join our Forums now! | Get Intense Pathfinding 3 Free!
Re: [GA experiment] "The Village" [Re: LarryLaffer] #172422
12/19/07 14:24
12/19/07 14:24
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline OP
Expert
Puppeteer  Offline OP
Expert

Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Got the windows working

@ Larry

I have done it an other way:
I have three layers:
Groundlayer
Middlelayer
Highlayer

each one has a size of 400*400 (map size)
the A* just looks in the middlelayer array and checks
if(Middlelayer[posx+posy*world_size_x]==0)

if this condition is true the bot can walk to this position
With this three arrays i can create different objects on different grounds.

I create the maps via functions and don't have an editor i just use a function like
create_house(pox,posy)

For rendering i have an array with the size view_tiles_row*view_rows
and copy every frame the right values in it.


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: [GA experiment] "The Village" [Re: Puppeteer] #172423
12/19/07 14:50
12/19/07 14:50
Joined: Jul 2007
Posts: 959
nl
F
flits Offline
User
flits  Offline
User
F

Joined: Jul 2007
Posts: 959
nl
strange i get a error if i try to start it
main.exe werkt niet meer
i treid login ass admin didnt work


"empty"
Re: [GA experiment] "The Village" [Re: flits] #172424
12/19/07 15:02
12/19/07 15:02
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline OP
Expert
Puppeteer  Offline OP
Expert

Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
weird... but whats an "ass admin"
maybe the direct x dll is missing....


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: [GA experiment] "The Village" [Re: Puppeteer] #172425
12/19/07 17:20
12/19/07 17:20
Joined: Jul 2007
Posts: 959
nl
F
flits Offline
User
flits  Offline
User
F

Joined: Jul 2007
Posts: 959
nl
administaror on vista
i have that file i dont know why its no working


"empty"
Page 5 of 5 1 2 3 4 5

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1