Jump to content

  • Log In with Google      Sign In   
  • Create Account

adam4813

Member Since 12 Apr 2006
Offline Last Active Yesterday, 10:35 AM
-----

Posts I've Made

In Topic: How to organize game objects using lists

08 May 2013 - 09:55 AM

Maybe look at components? This would allow you to operate draw, update, and collision only on entities (objects in your case) that contain a corresponding component.

 

For an intro to Component Based Entity Systems check this article Understanding Component-Entity-Systems and also my article which describes how they fit into the Model, View, Controller paradigm: MVC and CBES as it Relates to Game Programming.


In Topic: Making smart-seeming NPCs

17 September 2012 - 02:59 PM

While I agree with you in principle, that's actually not quite a clear as one would think. Many players gripe that an agent will continue on a path even when it is "obviously no longer valid." Players have a hard time separating out their own knowledge of the world from that of the agent.


Good point. As mentioned though I was hinting at more "real" and not smarter Posted Image.

In Topic: A* jaggard lines?

17 September 2012 - 02:57 PM

Maybe try using Euclidean distance as a heuristic? IIRC that created a better path on mine, but I was using non-diagonal movement. Also I removed the square-root from my heuristic.
h = cost * (abs(curNode.x - goal.x) + abs(curNode.y - goal.y));

In Topic: A* jaggard lines?

17 September 2012 - 12:22 PM

Its in the heuristic I bet. What is the formula you are using for that?

In Topic: Making smart-seeming NPCs

17 September 2012 - 12:08 PM

One way to make pathfinding a tad more "real" IMO is that when paths change, the NPC doesn't automatically know the new best route. Unless they can see ahead that the path has changed, why should they do a path check?

PARTNERS