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Re: Added movement smoothing... [Re: clone45] #44641
05/05/05 03:55
05/05/05 03:55
Joined: May 2005
Posts: 22
stargate
TheWraith Offline
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TheWraith  Offline
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Posts: 22
stargate
i will have a look at this .


To devour all humans who come through our stargate! and suck the life out of you!
Re: Added movement smoothing... [Re: clone45] #44642
05/09/05 15:10
05/09/05 15:10
Joined: Nov 2003
Posts: 433
The Netherlands
T
Toon Offline
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Toon  Offline
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T

Joined: Nov 2003
Posts: 433
The Netherlands
Lets assume the target is the player and the example_move is the enemy; can somebody give me a trace example for the enemy? (for shooting)

Re: ez_path -- for alpha testing! Simple Pathfind [Re: clone45] #44643
05/09/05 15:13
05/09/05 15:13
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
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Samb  Offline
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Joined: Nov 2000
Posts: 1,534
hamburg
first screen of "ez_Pac_Man"


Re: ez_path -- for alpha testing! Simple Pathfind [Re: Samb] #44644
05/09/05 19:15
05/09/05 19:15
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
Serious User
Samb  Offline
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Joined: Nov 2000
Posts: 1,534
hamburg
okay a new screenshot :]


Re: Added movement smoothing... [Re: Toon] #44645
05/09/05 21:28
05/09/05 21:28
Joined: Mar 2002
Posts: 580
San Francisco
clone45 Offline OP
User
clone45  Offline OP
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Joined: Mar 2002
Posts: 580
San Francisco

Hi Toon!

How about something like this?

Code:

//
// This code would go near the bottom of example_move. It is assumed
// that there is an entity* called player.
//


//
// The _PF_TARGET_IN_SIGHT skill of the monster will be set to "on" once there's
// a clear shot at the player.
//

if (my._PF_TARGET_IN_SIGHT)
{
trace_mode = IGNORE_ME + IGNORE_PASSABLE + USE_BOX;
trace(my.x, player.x);
}



Re: Added movement smoothing... [Re: clone45] #44646
06/01/05 19:14
06/01/05 19:14
Joined: Mar 2002
Posts: 580
San Francisco
clone45 Offline OP
User
clone45  Offline OP
User

Joined: Mar 2002
Posts: 580
San Francisco

Hello everyone!

Although I haven't posted an update in a long time, I've been working on the pathfinding code on nearly a daily basis. I got A* pathfinding to work -- well -- mostly work. And it's FAST. But, to be honest, I'm a little stuck. I have the node based pathfinding working wonderfully. The A* works great too, although merging them together has been a real problem.

I'm considering making the whole thing open source in hopes that fellow coders will help complete it. It's very close to working, but I'm on the verge of getting a full time job, and I'd like to clear away some projects so I don't feel so overwhelmed. Would anyone be interesting in this offer?

Thanks!
- Bret

Re: Added movement smoothing... [Re: clone45] #44647
06/05/05 11:34
06/05/05 11:34
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline
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snake67  Offline
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Posts: 648
Switzerland
Hi clone45

Great work. Your code works very well and its fast. I would like to use the dll in my project. Is it free? Could you serve some more information about using it in more complicated ways?

Re: Added movement smoothing... [Re: snake67] #44648
06/05/05 12:55
06/05/05 12:55
Joined: Jan 2004
Posts: 2,013
The Netherlands
E
Excessus Offline
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Excessus  Offline
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E

Joined: Jan 2004
Posts: 2,013
The Netherlands
Hey clone,

I have a few questions about the capabilities of your code.
In my game, when a player (there are multiple players) gets close to an enemy, the enemy will basically start chasing the player. When the enemy is dead it will respawn somewhere and wait untill a player enters its range again, etc. This needs a very dynamic pathfinding algorithm without a maximum amount of entities and an easy way to change the "from" and "to" position. Does your code offer these capabilities?

Re: Added movement smoothing... [Re: Excessus] #44649
06/05/05 13:02
06/05/05 13:02
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline
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snake67  Offline
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Joined: Sep 2003
Posts: 648
Switzerland
Quote:

Hey clone,

I have a few questions about the capabilities of your code.
In my game, when a player (there are multiple players) gets close to an enemy, the enemy will basically start chasing the player. When the enemy is dead it will respawn somewhere and wait untill a player enters its range again, etc. This needs a very dynamic pathfinding algorithm without a maximum amount of entities and an easy way to change the "from" and "to" position. Does your code offer these capabilities?




Did you play the demo. Read the included document and have a look at the wdl code. You will get the answer...

Re: Added movement smoothing... [Re: snake67] #44650
06/05/05 13:52
06/05/05 13:52
Joined: Jan 2004
Posts: 2,013
The Netherlands
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Excessus Offline
Expert
Excessus  Offline
Expert
E

Joined: Jan 2004
Posts: 2,013
The Netherlands
Sorry I hadn't looked at the code closely, but now I have..
All I can say is.. WOW.. Seems like programming AI will be really easy for me now
I will buy the full version for sure when it's out. One thing I'd still like to know, how is the PF_REACHED_TARGET decided? Does the entity have to be on the exact same x,y,z position or is there a range? (Can I set it?)

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