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2 registered members (steyr, alibaba),
534
guests, and 4
spiders. |
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Key:
Admin,
Global Mod,
Mod
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Re: Dynamic Obstacle Avoidance
[Re: bart_the_13th]
#334139
07/21/10 14:42
07/21/10 14:42
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Joined: Mar 2009
Posts: 146 USA
paracharlie
Member
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Member
Joined: Mar 2009
Posts: 146
USA
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Since we cant use c_content for mesh based levels, have you thought about maybe using c_scan? As long as it returns true or false or 1 and 0, you should be able to pretty much do anything with it in theory.
A8 Commercial
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Re: Dynamic Obstacle Avoidance
[Re: 3run]
#336121
08/01/10 19:04
08/01/10 19:04
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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with run a bit, you mean a smooth movement?
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: Dynamic Obstacle Avoidance
[Re: 3run]
#336178
08/02/10 07:43
08/02/10 07:43
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Joined: Aug 2008
Posts: 482
bart_the_13th
Senior Member
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Senior Member
Joined: Aug 2008
Posts: 482
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