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storm33229

Member Since 09 Feb 2010
Offline Last Active Mar 22 2013 02:49 PM
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Topics I've Started

Procedural Level Generation

21 December 2012 - 10:30 PM

I am working on creating a procedural dungeon generator. I'm off to a decent start, but it seems that AAA titles like Diablo 3 and Torchlight use some fairly complex systems to achieve their results. For where I am at now, this is very evident when I use my current algorithm in 3D instead of a simple 2D grid.

 

In the 2D example, the algorithm looks promising - this is deceiving; when viewed in 3D it is obvious that this algorithm will work only for throwback RPG's (think Might & Magic, Doom 98, or more recently Legend of Grimrock). There's nothing wrong with that, but it's not near the level of complexity I want to achieve.

 

I'm looking into this: http://www.uoguelph.ca/~jbrown16/Vvaltchanov_c3s2e12.pdf

 

Any suggestions, articles, papers, etc. are greatly appreciated.


How do I keep enemies from walking over each other?

02 November 2012 - 07:10 PM

How do I keep enemies from walking over each other? If I look at games like Torchlight, Diablo, etc. where there is clear view of the surrounding monsters, I notice that the enemies never walk over each other. I have just implemented the Simple Path scripts in my Unity3D game, but I want to make it so that my enemies do not ever occupy the same space. I cannot simply enable physics collisions; this would result in enemies potentially getting stuck. What is the most common way of achieving enemy/obstacle avoidance while correctly path finding?

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