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Re: EZ-Path
[Re: snake67]
#44662
06/10/05 02:23
06/10/05 02:23
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Joined: Mar 2002
Posts: 580 San Francisco
clone45
OP
User
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OP
User
Joined: Mar 2002
Posts: 580
San Francisco
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Hey, I had a minor breakthrough today and finally caught a tricky bug. To celebrate, I'm happy to post a small video of my progress. Note that this extra pathfinding took me absolutely NO effort in my c-script. It's all handled within the .dll. Although I'm technically using A* for the complicated movement, you don't need to set up an A* style grid in your level. Very cool. You do still need to place the pathfinding nodes, just like in the original version. Once I do some more testing, I'll try to make a more impressive video where more of the entities move around. Here's the video: http://www.gamebeep.com/temp/pf.aviDon't get too excited! It's still going to take me a while before testing is done, and there's always a chance that another clever bug awaits me! Cheers! - Bret
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Re: EZ-Path
[Re: clone45]
#44663
06/10/05 12:51
06/10/05 12:51
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Joined: Jan 2004
Posts: 585 Alexandria, VA
Alkai
Developer
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Developer
Joined: Jan 2004
Posts: 585
Alexandria, VA
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Hey thanks for all your hard work man... you're making some nice progress here.
Hmmm... what codec do you need to play that video?
If you gaze long into an abyss, the abyss will gaze back into you.
3.0 GHz Pentium 4 w/HT
1 Gig 400mhz DDR SDRAM
128mb NVidia GeForce FX 5200
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