MMORPG walking/path finding for terrains
MMORPG walking/path finding for terrains
How would i go about having a mesh, and each square representing a coordinant?
and when a play clicks:EG, Player1 is on 1,1(coords) and wants to move to 2,4(coords) it finds the quickest path, and then moves off.
and when a play clicks:EG, Player1 is on 1,1(coords) and wants to move to 2,4(coords) it finds the quickest path, and then moves off.
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- Posts: 275
- Joined: Fri May 12, 2006 6:37 pm
- Location: Germany
Maybe have a look at this pages:
http://www.policyalmanac.org/games/aStarTutorial.htm
http://irrlicht.sourceforge.net/phpBB2/ ... athfinding
http://www.policyalmanac.org/games/aStarTutorial.htm
http://irrlicht.sourceforge.net/phpBB2/ ... athfinding
Excuse the rabble, but mockery is your average response to beginners who want to make a mmorpg. everyone in this thread knows that to make any kind of mmo you're gonna need a large team of experienced developers (who would know all about a* pathfinding, or if they didn't, would be too embarrassed to ask for a direct link). you'll need someone with good management skills (coordinating a team of 20+ people is a full-time job), a huge budget (you need to buy/rent dedicated servers) and a lot of time (3-4 years, maybe more).
you also might find a hint of hatred too, because mmorpg projects lure all the naive but talented artists (which are in very short supply) away from our realistic but modest projects, only to fade away with nothing to show for all their hard work, resulting in countless wasted hours of time for everyone involved.
I suggest you split the task into several (5 or more) smaller games, one simple fps with static object but collision, pathfinding and loadable zones, another with animated characters and weapon/clothes upgrades, then a small rpg with a scripting engine and decent audio, then introduce a network element. at each stage you'll probably have to rewrite most of your code using all the things you've learned in the steps before, but at least you'll have some games to show for it.
Once you've got that far you'll be a master of searching google, plus you'll have earned all of our respect and a reputation for designing, planning and writing games. also you'll know enough not to attempt a mmorpg unless you're really, really serious about it.
you also might find a hint of hatred too, because mmorpg projects lure all the naive but talented artists (which are in very short supply) away from our realistic but modest projects, only to fade away with nothing to show for all their hard work, resulting in countless wasted hours of time for everyone involved.
I suggest you split the task into several (5 or more) smaller games, one simple fps with static object but collision, pathfinding and loadable zones, another with animated characters and weapon/clothes upgrades, then a small rpg with a scripting engine and decent audio, then introduce a network element. at each stage you'll probably have to rewrite most of your code using all the things you've learned in the steps before, but at least you'll have some games to show for it.
Once you've got that far you'll be a master of searching google, plus you'll have earned all of our respect and a reputation for designing, planning and writing games. also you'll know enough not to attempt a mmorpg unless you're really, really serious about it.