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Aum110 ready #428582
08/30/13 08:59
08/30/13 08:59
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
Dear friends,

The new magazine is finally ready!

Aum110 download

Have a great day.
George

Re: Aum110 ready [Re: George] #428585
08/30/13 09:17
08/30/13 09:17
Joined: May 2008
Posts: 257
D
djfeeler Offline
Member
djfeeler  Offline
Member
D

Joined: May 2008
Posts: 257
Thanks for this new aun ^^.

Re: Aum110 ready [Re: djfeeler] #428591
08/30/13 10:34
08/30/13 10:34
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
You are welcome!

Re: Aum110 ready [Re: George] #428598
08/30/13 13:16
08/30/13 13:16
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
thanks!


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Aum110 ready [Re: sivan] #428600
08/30/13 13:46
08/30/13 13:46
Joined: Feb 2010
Posts: 886
Random Offline
User
Random  Offline
User

Joined: Feb 2010
Posts: 886
Great! I really like that shader editor.

PS: Could anybody help me translate the pathinding (ai9) from global to local. So that we can use it with more then one "evil rabbit".
I have to use a very old laptop that could barley play the ai9 demo and I have to wait a bit for my new computer...



Re: Aum110 ready [Re: Random] #428603
08/30/13 13:57
08/30/13 13:57
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
Serious User
painkiller  Offline
Serious User

Joined: Aug 2009
Posts: 1,438
Spain
thanks george!


3D Gamestudio A8 Pro
AMD FX 8350 4.00 Ghz
16GB RAM
Gigabyte GeForce GTX 960 4GB
Re: Aum110 ready [Re: painkiller] #428608
08/30/13 14:33
08/30/13 14:33
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
Serious User
PadMalcom  Offline
Serious User

Joined: Mar 2006
Posts: 1,993
Karlsruhe
thank you!

Re: Aum110 ready [Re: PadMalcom] #428638
08/31/13 06:35
08/31/13 06:35
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
Thank you for the kind words, guys! Random, I'll make the code work with lots of enemies. Basically, you need an array that stores each enemy path; apart from that, everything should work fine using local vars, etc.

Re: Aum110 ready [Re: George] #428644
08/31/13 07:49
08/31/13 07:49
Joined: Jun 2013
Posts: 108
Alberta, Canada
C
CanadianDavid Offline
Member
CanadianDavid  Offline
Member
C

Joined: Jun 2013
Posts: 108
Alberta, Canada
I see you actually benchmarked the impact on the framerate when using c_scan on many entities! Thanks for putting the function into perspective! laugh

Re: Aum110 ready [Re: CanadianDavid] #428651
08/31/13 09:34
08/31/13 09:34
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Thanks...

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