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In Topic: $1000 Giveaway - Game Development Software
16 May 2013 - 05:16 PM
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.
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