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EWClay's Journal

Command queues

Posted by EWClay, 28 March 2013 · 670 views

Squad movement is looking ok now.Given solid pathfinding code and physics, it was already working reasonably well in that units could simply push other units out of the way to get where they wanted to go. It just didn't look that good. I chose a simple solution; as my squads are quite small I don't need anything too sophisticated.First I predict collision...

More pathfinding

Posted by EWClay, 21 March 2013 · 413 views

Squad movement is giving me a bit of trouble.I've got it working fine for one unit, but I want to select several units together and have them move as a group, without getting in each other's way. My first thought was to pick the closest unit to the destination, make that the leader, and have the others follow. This works, but it's not the best formation t...

Immediate mode GUI

Posted by EWClay, 18 March 2013 · 920 views

My GUI is sort of done. Well, code is never really finished, but it's functional and I'm looking at other things now.http://dtosoftware.wordpress.com/2013/03/13/an-immediate-mode-gui/ As it's almost stand-alone, I'm releasing the source too:http://code.google.com/p/scavenger-library/ It requires Visual Studio 2012 with the November 2012 compiler and Alleg...

A-star pathfinding

Posted by EWClay, 17 March 2013 · 819 views

Here's an implementation of A* in C++ which hopefully works and is quite sensible.Note thatIt doesn't use a million templates, or any for that matter (except std containers).It doesn't do stupid things like trying to erase out of the middle of a queue.It assumes nothing about data structures so is highly generic.It doesn't come with its own memory allocat...

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