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Re: What are you working on?
[Re: sivan]
#396074
03/02/12 11:19
03/02/12 11:19
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Joined: Jun 2006
Posts: 2,640
Earth
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Yay, that looks great! Mind explaining the different colors? Why are some squares blue, some green, and some orange?
~"I never let school interfere with my education"~ -Mark Twain
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Re: What are you working on?
[Re: Damocles_]
#396098
03/02/12 18:36
03/02/12 18:36
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
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Joined: Mar 2011
Posts: 3,150
Budapest
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each tile has its own type and cost value. first clusters are evaluated based on percentage values of their tiles. and then the cluster type and move cost is changed, or set as further processing needed.
there are cases when the cluster area is subdivided: e.g. if impassable tiles are over a level within a cluster, a flood fill checks their connectivity. if they produce a coherent area, they are cut out of the cluster, and form a new one.
walkability of neighbouring clusters is also checked, by checking all the border tiles and their out of cluster neighbours, thus determining neighbouring clusters (ordered as walkable and non-walkable)
I was a bit chaotic, because I wrote this part before summer, but this is the main process. it works at the moment, but not totally perfect, so some further tweaking will be necessary. especially when I will add buildings, which will also form separate new clusters. now only obstacles are handled.
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Re: What are you working on?
[Re: sivan]
#396103
03/02/12 19:01
03/02/12 19:01
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Joined: Apr 2008
Posts: 2,488
ratchet
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@Dice : Could you post a video gameplay ? That's great , respect for finishing a game project Now my taste and bad talking : The level looks very sad and grey, dark ? Why not making it alive, more green clear grass, more better backgrounds like distant islands, moutains etc ... http://a5.mzstatic.com/us/r1000/045/Purple/06/13/79/mzl.invlhisl.320x480-75.jpgJust my taste and i know you are more programmer than 3D artist !
Last edited by ratchet; 03/02/12 19:02.
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