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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

latch

Member Since 02 Jan 2013
Offline Last Active Yesterday, 01:11 AM
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Posts I've Made

In Topic: $1000 Giveaway - Game Development Software

16 May 2013 - 05:16 PM

Hooray! I did it!


In Topic: I am here to help promote your games!

11 May 2013 - 11:27 PM

On any platform? I'm an android indie dev.


In Topic: Is there anything faster than A* pathing?

05 May 2013 - 07:45 PM

One of the units may still require a short path to the player, but don't need it right now. I published the game and you can see me spamming here: http://www.gamedev.net/topic/642744-afv-hail-of-gunfire/


In Topic: Is there anything faster than A* pathing?

03 May 2013 - 11:58 PM

^That's a pretty cool implementation demonstration.


In Topic: Is there anything faster than A* pathing?

02 May 2013 - 04:20 PM

Your question is "clear, concise and correct." but incomplete, why do you feel you need a faster algorithm? what are you using A* for? what is the context?

I'm actually not going to use it at all.

 

I was looking at another devs blog and saw he used A* in his rts so I looked it up and watched a couple videos about it and was curious how the community felt about it and if there was something more epic out there.

 

The context is a mobile tank maze game for android which is a rewrite/upgrade to my first game to bring it a bit more modern. I'm drawing 225 blocks, background, shadows,  up to 200 rounds of ammo, up to 50 rockets, all the interface buttons and displays, and tracking up to ~50 enemies

 

-on a phone or tablet.

 

Those numbers are tentitive so if all continues as it is now on my testing device, I might bump those numbers up- at least the number of enemies because at full power up, my bullets and rockets pour out of my vehicle like water and cut a smexy path of destruction. And I will need my foes to catch my wrath.

 

Screenshot here.


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