Shut up and take my money.verilog wrote:
Ha! thanks man, but I can't do that. This is going off for free.
Rigel
Re: Rigel
My game called Hat Cat and the Obvious Crimes Against the Fundamental Laws of Physics is out now!
- Roland_Yonaba
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Re: Rigel
Interesting, thanks for the heads up, Roland, I'll be sure to check out that site. Again, thanks to all you guys for your comments, I'm glad you're liking the project so far.
Re: Rigel
Thanks for the interest! However, the project is still far away from public release—as there's a lot of stuff I'd like to complete first. I'll eventually get there, but I can't commit to any specific time frame. I suppose it will be out... "When it's done™"!
Re: Rigel
When it's done.jjmafiae wrote:Like a year or so ?
Hi pacman! Yeah, the paths on the maps are created as polygons using smaller descriptors I call “sectors”. The idea is not very complex. Each sector is a 2D-line delimited by two basic coordinates: star and end, thus, a sector can be set with any angle. Right-angled sectors are used to identify walls. Sectors can also be “tagged” with different properties (e.g. height or "hardness"). Chaining multiple sectors creates a full path.pacman wrote:Are these maps created with polygons? How movement/collisions works in that case?
Looks promising
Movement along a path is relatively easy. Once each actor figures out its position on the map, it queries the information of nearby sectors (including sector boundaries). This information is used for collision detection. This is none other than a vulgar spatial hashing-like implementation.
That's the basic idea behind it. If you have any more questions, feel free to ask!
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