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Member Since 30 Nov 2006
Offline Last Active Oct 18 2015 04:14 AM

Posts I've Made

In Topic: Simple Steering Behaviours in C++

06 August 2015 - 06:28 AM

Yeah, you're right in that I am thin on steering experience. I knew how it would come across just throwing up a skeleton project, but I was quite honest from the start with regards to that. I do not at all feel confident writing this from the ground up, so I'll try to get it working in my game first in whatever hacky way that ends up being, and if it seems like it works well enough to form it into a proper API, I'll do that. After all, my aim for the project was always just to get something that works. Even that is better than what I have now - something that barely functions at all. :P

In Topic: Simple Steering Behaviours in C++

05 August 2015 - 10:06 AM

To recap the main points I mentioned earlier:

  • C++
  • 2D (I'm not sure if this is really a hard requirement, but I think it would simplify things)
  • Should be flexible enough to work with most physics and graphics libraries

In terms of what it should achieve, I was thinking just basically "move to this position, avoiding obstacles along the way". I think that that in itself is sufficient for most simple 2D games. From that, you can probably implement more complex behaviour - things like hiding behind cover and staying out of an enemy's line of sight can be achieved by combining that behaviour with some ray casts, right?


I have ideas about how the API should look, but nothing concrete. An example of usage as it stands at the moment is available in the examples/qml-box2d directory.

In Topic: Behavior / AI middleware MASA LIFE

16 April 2014 - 02:58 PM

So is the code cross platform? Is it just the Unity editor that only runs on Windows?




Important: This product runs only on Microsoft Windows operating systems. Furthermore it contains a pre-integration interface for the game engine Unity3d and it does not contain an SDK.


I would love to have something like this for my game, but at 500 euro, it's too much for me.

In Topic: Forging Life - An indie RPG game

17 November 2011 - 02:10 PM

Very cool. I have had a similar idea for a while now - except in mine you could build traps to capture animals, use basic tools to hunt etc. Also, mine wasn't planned to be 3d. :P Which technologies are you using for this? Also, I notice that your names are Scandinavian? Where are you guys from?

In Topic: Expecting calculation to be 0

07 November 2011 - 04:20 PM

In other words, your expectation of not losing precision in that process is unreasonable. Now, if the rest of your code is robust enough, whether you get 0 of -1.5308086E-15 shouldn't make much of a difference.

How would I ensure that it is? I'm assuming it's something to do with what haegarr said:

Notice that small errors may become a problem when being accumulated. E.g. concatenating many rotations will yield in a non-uniform scaling deformation because the small errors summed up will leave you with a non-pure rotation. If you have a situation like that you need to be up against it. Another situation is where precision plays a role, e.g. at marginal cases in point in polygon tests. In such cases you need to use precise data types and functions.

In the case of a rotation matrix that ends up not being orthogonal, you can re-orthogonalize it every few frames. If you use a quaternion it's actually easier to do.

Point-in-polygon tests are tricky. Ideally it should be the case that for a point on the border of the polygon it doesn't matter much whether you classify it as inside or outside.

Anyway, you didn't say what you will do with the result, so it's hard to tell if you'll run into trouble. You should educate yourself about how floating-point numbers work. There's just no way around it.

The function in question will be used for entity movement throughout a level.

The 'What Every Computer Scientist Should Know About Floating-Point Arithmetic' is beyond my knowledge of math. I'm satisfied with the result of this thread anyway - it seems that it's inescapable so I'll let it be until it actually affects the game.