Page 1 of 1

MMORPG walking/path finding for terrains

Posted: Sun Jun 25, 2006 3:00 am
by Blake
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.

Posted: Sun Jun 25, 2006 8:29 am
by TheGameMaker
try googeling "a-star", A* etc...

Posted: Sun Jun 25, 2006 1:50 pm
by fabs
I found nothing (Me and Blake are in the same room lol); nor did blake. Could you kindly give me a direct URL?

Posted: Sun Jun 25, 2006 2:09 pm
by t0mmy

Posted: Sun Jun 25, 2006 3:28 pm
by hybrid
fabs wrote:I found nothing (Me and Blake are in the same room lol); nor did blake. Could you kindly give me a direct URL?
I got about 4 million results with 'astar path finding' - do you want to be funny :?

Posted: Sun Jun 25, 2006 5:34 pm
by Blake
XD, i googled a*, as a string or math function fo working out tiles lol, thanks

Posted: Sun Jun 25, 2006 6:22 pm
by gfxstyler
if i were you, i´d stop thinking about making an mmorpg for at least several years ...

Posted: Sun Jun 25, 2006 7:17 pm
by stodge
You want to write an MMPOG yet you don't even know how to use Google? Are you trying to be funny? :roll:

Posted: Sun Jun 25, 2006 7:32 pm
by JPulham
Ahhh... but google and Irrlicht/C++ are etirely different monsters :P *sarcasm*

Posted: Mon Jun 26, 2006 4:39 am
by Blake
True, lol, i did google google,and found nothing, hats why i asked :P

Posted: Mon Jun 26, 2006 5:21 am
by bitplane
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.

Posted: Mon Jun 26, 2006 5:48 am
by fabs
Well, we're out to disprove that.

Posted: Mon Jun 26, 2006 5:49 am
by fabs
Also, A* does NOT tell me where the hell i clicked on a mesh!

Posted: Mon Jun 26, 2006 7:12 am
by bitplane
Image
being the mmorpg expert that you are, you won't be needing the likes of myself to tell you to read the collision example will you?

Posted: Mon Jun 26, 2006 11:04 am
by gfxstyler
fabs wrote:Also, A* does NOT tell me where the hell i clicked on a mesh!
if you are not able to find that out, how do you wanna make a mmorpg ...

forget about it, learn proper c++ and irrlicht first.


btw: you need a coordinate system for A* in a grid.