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Newcomers DBPro Corner / Warcraft style gameplay

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Catalyst
21
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Joined: 6th Sep 2003
Location:
Posted: 6th Mar 2004 21:32
Looking to write a game that has that sort of camera angle and control. Basicly, camera above, follows player, left and right tumble the camera around player. Okay, so that isn't going to be a problem. Problem comes in more with the whole mouse, click here to go here, pathfinding, etc. Need to be able to click on a point and have the character say, ah! That's where I want to be! and then also have the character be able to think, gee, this tree sure is blocking the way here don't ya know, I think I'll go around it. So, any ideas on all this? Just start throwing out as much info as possible, I'll figure out how to make sense of it all as best I can.
zircher
21
Years of Service
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 6th Mar 2004 23:39 Edited at: 6th Mar 2004 23:44
First rule, simplify.

Your message is actually several problems that should be solved one at a time. You first problem is to click on the screen regardless of camera orientation and return a 3D location. PICK OBJECT makes this easy peasy. I've posted two examples on this forum in the last few days, look about. They are only like a dozen lines of code, but they're make your life so much easier. The second problem will require some work on your part as well as some thought on game design, storage of data internally, etc. Check out Amit's web site, he has several articles on A* navigation and it may point you on the right direction.

If A* pathing blows your socks off, there are some 'hacks' you can do. This might sound stupidly easy, but don't have any bottlenecks or concave objects. If there is no place for your units to get stuck, you can use a simple collision system to bounce the units off of trees, walls, and other units until they get around the obstable.
--
TAZ (A round tower gathers no orcs.)

http://www-cs-students.stanford.edu/~amitp/gameprog.html

The Real 87
20
Years of Service
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Joined: 3rd Mar 2004
Location: somewhere between 86 and 88
Posted: 7th Mar 2004 07:27
for the go around tree thing couldn't he see if the unit has a line of site on the point where they need to go and if they do go strait for it and if they don't do like a math to calculate an angle to go around the trees?

Badger badger badger badger badger
Mushroom mushroom
zircher
21
Years of Service
User Offline
Joined: 27th Dec 2002
Location: Oklahoma
Posted: 7th Mar 2004 08:21 Edited at: 7th Mar 2004 08:21
Right, but if he has a collsion system in place he can have the units actually slide off each other as well as tree trunks. The collision system would add some common sense to his units and reduce the AI burden. Instead of preforming a deep A* path search, the units can get away with a goal oriented naviation system with a shallower search (say two or three moves ahead rather than 30.) Using something like the Nuclear Glory Collision DLL, the problem becomes much easier.
--
TAZ

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