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C&C - LiteC #185276
02/23/08 18:00
02/23/08 18:00
Joined: Feb 2008
Posts: 337
V
Vadim647 Offline OP
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Vadim647  Offline OP
Senior Member
V

Joined: Feb 2008
Posts: 337
Just modified RealSpawns C&C 'tutorial' and cant leave it unshared.
Now fully converted to LiteC.
Strategy tutorial
The same technology, but upgraded, and with tips (comments in code)
No lags and smaller size.


I switched to other account since marth 2010. Guess which.
Re: C&C - LiteC [Re: Vadim647] #185277
02/23/08 18:28
02/23/08 18:28
Joined: Apr 2007
Posts: 582
Germany
Poison Offline
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Poison  Offline
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Joined: Apr 2007
Posts: 582
Germany
This is totally AWESOME!!
Really good work Vadim.

Cheers

Poison


Everything is possible, just Do it!
Re: C&C - LiteC [Re: Vadim647] #185278
02/24/08 11:12
02/24/08 11:12
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30...
Frederick_Lim Offline
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Frederick_Lim  Offline
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Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30...
Thank you! You are so great.

Re: C&C - LiteC [Re: Frederick_Lim] #185279
02/24/08 15:12
02/24/08 15:12
Joined: Feb 2008
Posts: 337
V
Vadim647 Offline OP
Senior Member
Vadim647  Offline OP
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V

Joined: Feb 2008
Posts: 337
If I'll recieve some good patchfinding code, I'll release entire RTS template.
I could released it already, but my knowledge in patchfinding is minor and I haven't found any good script that will work for more than one unit.
So any p-f scripts would be cool.


I switched to other account since marth 2010. Guess which.
Re: C&C - LiteC [Re: Vadim647] #185280
02/26/08 10:30
02/26/08 10:30
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
patchfinding != pathfinding but an old aum had some decent pathfinding (sorry i can't be more specific). the AI forum should be quite useful, though.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: C&C - LiteC [Re: JibbSmart] #185281
02/26/08 16:58
02/26/08 16:58
Joined: Feb 2008
Posts: 337
V
Vadim647 Offline OP
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Vadim647  Offline OP
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V

Joined: Feb 2008
Posts: 337
If you mean A* - I tried it. I've spend 2+ hours on converting it to LiteC, but then I realised that there are 2 problems:
1. Sometimes 'empty pointer' appears (when its 1 unit only)
2. It allows mostly static patchfinding and can't allow more then 1 unit at time.
If there was a thing that I wish mostly to see in script, it would be - patchfinding from Warcraft 3. As I had enough exprience in working with Warcraft3, I can say, that it's nearly perfect. I tried to see, how it's made, but:
1. WarCraft 3 uses JASS, and I don't understand JASS very poorly.
2. Something big in war3.mpq, that I've found, and maybe have contained patchfinding, was a ~10mb dll, so I can't see what's inside.
3. Even if I could, that's maybe lot's of work in converting from JASS to LiteC.
(Only visible to me thing, that both are c-based).
So, I realy need good patchfinding, that can be used for more than one unit.


I switched to other account since marth 2010. Guess which.
Re: C&C - LiteC [Re: Vadim647] #185282
02/27/08 00:42
02/27/08 00:42
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
okay, it really really is "pathfinding" (no "c" in it). i don't mean to come across as pinickity or anything, but i did just mention it.

and no, i don't mean specifically A*. the AUM option i mentioned is not A* and is really really quick (there's an example with dozens and dozens, if not hundreds, of units doing the pathfinding) but static. the other option i mentioned is to ask in the AI forum.

but now that you mention A*...

the A* algorithm is an algorithm, not a standard C++ program that can get converted to other languages. the best way to do it is read about the algorithm and write your own Lite-C version. your 'empty pointer' problem is not Lite-C's fault, nor is it A*'s fault.

A* may be faster than you think if you can resolve the world into a fairly low-resolution grid, which shouldn't be too hard in an RTS. also the path only has to be recaluclated every time you tell a unit to go somewhere (since they don't make many decisions for themselves) or perhaps also when a building is constructed in the path. if each unit has a way of remembering their path and not recalculating unnecessarily, A* in an RTS with hundreds of units should be no slower than A* in an FPS with no more than a few enemies at a time.

i hope those ideas help,

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: C&C - LiteC [Re: JibbSmart] #185283
02/27/08 16:48
02/27/08 16:48
Joined: Feb 2008
Posts: 337
V
Vadim647 Offline OP
Senior Member
Vadim647  Offline OP
Senior Member
V

Joined: Feb 2008
Posts: 337
Thanks. Yesterday i got A* dll version. It works with C-script perfectly, but not working in LiteC at all.(crashes on any dll-function call).
Anyway, thanks. (maybe i'll just start strategy developing in C-script)


I switched to other account since marth 2010. Guess which.
Re: C&C - LiteC [Re: Vadim647] #185284
02/27/08 20:36
02/27/08 20:36
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
well, i guess at least that'll reach some more people who still use C-script i like the looks of A*, and if i ever get around to implementing it in lite-C i'll write a tutorial or just give away the code.

that being said, i very rarely get around to actually completing small programming projects.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: C&C - LiteC [Re: JibbSmart] #185285
02/28/08 14:10
02/28/08 14:10
Joined: Aug 2006
Posts: 652
Netherlands
bstudio Offline
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bstudio  Offline
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Joined: Aug 2006
Posts: 652
Netherlands
A* is quite easy to do in Lite-C. I did a small implementation of it once, it wasn't in fact the full algorithm and it wasnt optimized but it worked.


BASIC programmers never die, they GOSUB and don't RETURN.
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