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AppGameKit Classic Chat / Lightmap and AI

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MateiSoft
11
Years of Service
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Joined: 22nd Oct 2012
Location:
Posted: 4th Mar 2018 17:52
Hello AppGameKit programmers,

One quick question regarding Lightmap and AI:

Are there any commands for these functions available? Or can we hard code these functions?

Thank you!
www.alexmatei.com
Bengismo
6
Years of Service
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Joined: 20th Nov 2017
Location: Yorkshire, England
Posted: 4th Mar 2018 19:20
Lightmaps can be applied on 3D objects using

SetObjectLightMap ( objID, imageID )
SetObjectMeshLightMap ( objID, meshIndex, imageID )

Your objects must either have 2 sets of UV's or unique uv's so that a generated lightmap can be applied. This can be used to pre bake lighting into a scene.

There are no AI funcions as this is up to the programmer to implement as its normally quite game dependant.
MateiSoft
11
Years of Service
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Joined: 22nd Oct 2012
Location:
Posted: 4th Mar 2018 20:20
I understand. A normal pointlight used from the commands can be converted into a static one, baked?
www.alexmatei.com
Blendman
10
Years of Service
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Joined: 17th Feb 2014
Location: Arkeos
Posted: 5th Mar 2018 07:34 Edited at: 5th Mar 2018 07:40
Hi

Lightmap

I don't think AppGameKit has a lightmapper (like Dark basic had, or like unity/UR...), unfortunately.

I think it's perhap's possible to code a lightmapper in AGk, if you can do it, please post the code .

You have to create the lightmap of your level by your-self, in your modeling or lightmapper software.

What is the lightmapper that you use ?


AI

For AI :
- if you use gameguru and ggloader for agk, you can use the AI from ggloader.
- if you use only AppGameKit, you have to create Ai by your-self, in coding in AppGameKit .
AGK2 tier1 - http://www.dracaena-studio.com
Jack
19
Years of Service
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Joined: 4th Oct 2004
Location: [Germany]
Posted: 8th Mar 2018 05:38
We do have some GLSL based AI concepts by Janbo out there, so be shure to check the shader thread

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janbo
15
Years of Service
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Joined: 10th Nov 2008
Location: Germany
Posted: 8th Mar 2018 16:25
Yeah some "concepts", I totally forgot about it, to much stuff going on for me now
It would use the same concept from game of life where you save a new state in the render texture and check the adjacent pixels for its state.
But instead of just saving alive or death you need to save some heuristics.

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