Search found 14 matches
- Fri Apr 23, 2010 9:52 am
- Forum: Project Announcements
- Topic: Realtime strategy project
- Replies: 13
- Views: 4671
- Fri Feb 19, 2010 10:00 am
- Forum: Code Snippets
- Topic: Move range searching
- Replies: 12
- Views: 2934
This is a sample that I extended my A* program to 3D. It is so easy to apply a complete program on Irrlicht to 3D.
Demo
http://www.mediafire.com/download.php?mzzojwgkuo2
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Demo
http://www.mediafire.com/download.php?mzzojwgkuo2
[/url]
- Wed Feb 17, 2010 10:10 am
- Forum: Code Snippets
- Topic: Move range searching
- Replies: 12
- Views: 2934
Virion, your point that it seems more natural that a character trads zigazag is correct, but zigzag will increase useless actions --waste time for turn-- in the project I am imaging. I let a man walk as straight as possible. The first, second, and third pictures are not A*. They are calculated only ...
- Tue Feb 16, 2010 10:15 am
- Forum: Code Snippets
- Topic: Move range searching
- Replies: 12
- Views: 2934
A*
I tried searching move range by " A* ", and succeeded. This is a very simple program for testing, and I must coordinate it for common game usage. Needless to say, this program is necessary to characters' moving of various games. http://img526.imageshack.us/img526/6123/shot03.jpg http://img...
- Sun Feb 14, 2010 11:33 am
- Forum: Code Snippets
- Topic: Move range searching
- Replies: 12
- Views: 2934
Move range searching
I am thinking how to search the range a character can move now. I made a sample program, so I expose. Look at pictures. "S" is a start point, brown squares are walls and cyan ones are floors, and each number signifies move power left for shift -- the search process stops when the move powe...
- Sun Feb 14, 2010 11:29 am
- Forum: Project Announcements
- Topic: Realtime strategy project
- Replies: 13
- Views: 4671
- Fri Feb 12, 2010 10:13 am
- Forum: Project Announcements
- Topic: Realtime strategy project
- Replies: 13
- Views: 4671
Announcement
Hello, everyone. I must report a very sad news here. I have been making a RTS game by now, and created a demo version of it. But I have noticed that this game will not reach satisfactory level by testing the demo. For it is very unstable and slow --usually keeps no less than 15 fps. I have come to t...
- Thu Aug 27, 2009 2:22 pm
- Forum: Beginners Help
- Topic: Terrain issue
- Replies: 3
- Views: 339
solved
Sorry. When I wrote the following, the issue was solved. It happened on DirctX8.
Code: Select all
device = createDevice(EDT_DIRECT3D9, dimension2d<s32>(SCREENSIZE_X, SCREENSIZE_Y), 32,
false, false, false, &receiver);
- Thu Aug 27, 2009 10:30 am
- Forum: Beginners Help
- Topic: Terrain issue
- Replies: 3
- Views: 339
Terrain issue
I am confronted with a problem now. It is that part of terrain is cut off with the burr edge when the terrain is made by ITerrainSceneNode. I have no idea why the right part of the terrain is not drawn and becomes like teeth of the saw. Please give me advice. http://img382.imageshack.us/img382/8540/...
- Thu Aug 06, 2009 12:24 pm
- Forum: Project Announcements
- Topic: Realtime strategy project
- Replies: 13
- Views: 4671
- Fri Jul 31, 2009 10:57 am
- Forum: Project Announcements
- Topic: Realtime strategy project
- Replies: 13
- Views: 4671
I said my project's model was AOE before, but I am not to adopt its manufacture system. For I used to play a certain RTS in which players gathered resources or materials, build facilities and make units and was feeling dissatisfaction that I wanted to concentrate on not production but battle. Manufa...
- Fri Jul 24, 2009 10:30 am
- Forum: Project Announcements
- Topic: Realtime strategy project
- Replies: 13
- Views: 4671
- Thu Jul 02, 2009 8:05 pm
- Forum: Advanced Help
- Topic: Collision between nodes (using triangles ?)
- Replies: 12
- Views: 1795
- Thu Jul 02, 2009 10:38 am
- Forum: Project Announcements
- Topic: Realtime strategy project
- Replies: 13
- Views: 4671
Realtime strategy project
Author: Vandal Tool: VC++ and Irrlicht Name: undecided I am creating free 3D-RTS, in which several units move and fight simultaneously like AOE1(not AOE3). Its background may be medieval probably, but I have not designed units' models at all. Now I am contriving fundamental programing parts --adjust...