A* pathfinding and pseudo 3d sprites
Posted: Sat Jul 25, 2009 7:54 am
I'm working for some months on a little project for make a pseudo-clone of the wii tanks....... uf! it's a very difficult thing to program a game.... well, when thinking and programming this, i get into some problems
1. how the enemy tanks move?
2. how the sprites of the tanks are done
3. how to develop maps on my screen (0's 1's and squares..... not beautiful maps)
3. how to move the sprites in a realistic way
and my solution in this moment is this, someone can think there are interesting parts or correct me if I'm in trouble this is'nt?
I've of course, some problems without solution by the moment and one of them that is doing some headaches for me is this:
In box2d, it's very easy to setup a ...ball.. car... tank... boy... apply a impulse and wait to collide with another object of the screeen.... a walll.....another boy...
but, on my project or in a car game, I like than a tank walk a path (from one point to another) and there is no form to tell the object
Hey tank! when you are at x=110 y=700 stop you! ok?
.... and tank is always thinking.... i've to stop at... i've to stop at ..... i've to...... yeaaaaaaah! the point isn't here!!! eoeooooooo!! where is my point?
Someone know how this can be done in box2d?
PD the A* algorithm is't mine of course, i've downloaded a example from the internet...... there are some PSP Player where we can see this.
I expect all this can help someone.....
Saludos for all !
1. how the enemy tanks move?
2. how the sprites of the tanks are done
3. how to develop maps on my screen (0's 1's and squares..... not beautiful maps)
3. how to move the sprites in a realistic way
and my solution in this moment is this, someone can think there are interesting parts or correct me if I'm in trouble this is'nt?
I've of course, some problems without solution by the moment and one of them that is doing some headaches for me is this:
In box2d, it's very easy to setup a ...ball.. car... tank... boy... apply a impulse and wait to collide with another object of the screeen.... a walll.....another boy...
but, on my project or in a car game, I like than a tank walk a path (from one point to another) and there is no form to tell the object
Hey tank! when you are at x=110 y=700 stop you! ok?
.... and tank is always thinking.... i've to stop at... i've to stop at ..... i've to...... yeaaaaaaah! the point isn't here!!! eoeooooooo!! where is my point?
Someone know how this can be done in box2d?
PD the A* algorithm is't mine of course, i've downloaded a example from the internet...... there are some PSP Player where we can see this.
I expect all this can help someone.....
Saludos for all !