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Re: What are you working on? [Re: Rondidon] #395953
02/29/12 17:56
02/29/12 17:56
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

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rayp  Offline

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Germany
Thank you alot grin Its a good feeling when people like this funny idea.


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: What are you working on? [Re: rayp] #396070
03/02/12 09:13
03/02/12 09:13
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
now my high level pathfinder works lightning fast (so optimization will be possible even if that makes it slower a bit). time to get trouble with the low level one laugh




Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #396074
03/02/12 11:19
03/02/12 11:19
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Earth
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
Re: What are you working on? [Re: Germanunkol] #396082
03/02/12 14:13
03/02/12 14:13
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Posts: 3,150
Budapest
those are showing maximum unit size that can access that tile.
orange= no access, blue= 1x1, green= 3x3 tiles. other= 5x5 (this is the max size at the moment because of speed reasons)
they will have role only in the low level pathfinding, when units have to find their way very fast, depending on their size (and their other capabilities).


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #396096
03/02/12 18:09
03/02/12 18:09
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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How do you structure the "large distance" grid?
Is it simply regarding not 100% passable areas as non passable? Or do you calculate a passability value for each "subgrid".
(you could make a short-distance pathfidning-testrun from each of the 4 sides "side-middle"points to each other 3 middle points to check if
there is a connection)
Or use a floodfill to see if each side is beeing touched...


Re: What are you working on? [Re: ratchet] #396097
03/02/12 18:30
03/02/12 18:30
Joined: Dec 2010
Posts: 66
München (Germany)
dice Offline
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dice  Offline
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Posts: 66
München (Germany)
My 3D Tower Defense is nearly finished. Only needs some more bugfixing laugh

Here are some new Screenshots laugh



Re: What are you working on? [Re: Damocles_] #396098
03/02/12 18:36
03/02/12 18:36
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Posts: 3,150
Budapest
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.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #396103
03/02/12 19:01
03/02/12 19:01
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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@Dice :
Could you post a video gameplay ?
That's great , respect for finishing a game project laugh

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.jpg


Just my taste and i know you are more programmer than 3D artist !

Last edited by ratchet; 03/02/12 19:02.
Re: What are you working on? [Re: ratchet] #396136
03/03/12 02:00
03/03/12 02:00
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
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Rondidon  Offline
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Posts: 2,183
Germany, BaW�
Different colors and textures for a more mediterrean look. Still WIP.

Video: http://www.youtube.com/watch?v=ckWkhzsqOhI

Screenshots:







Re: What are you working on? [Re: Rondidon] #396137
03/03/12 02:20
03/03/12 02:20
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

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rayp  Offline

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Joined: Jul 2008
Posts: 2,107
Germany
@Rondidon
Das sieht einfach nur genial aus. Hut ab.

@Sivan
Great! Will u show a video of moving units soon ?


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
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