Jump to content

  • Log In with Google      Sign In   
  • Create Account

We're offering banner ads on our site from just $5!

1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


Member Since 19 Feb 2013
Offline Last Active Jul 21 2013 08:48 AM

Posts I've Made

In Topic: Where to go to start to learn Python?

27 April 2013 - 03:19 AM

I am always worried that I will find a source that is just plain horrible


Don't rely on single source :)

Also when you understand basic language constructs, you can delve into something bigger. For example, I learned python while writing Civ4 script.

In Topic: Unity 3D vs UDK

23 April 2013 - 12:46 AM

Unreal engine is made for First Person Shooter, meaning that it works best for what you would usually see in other Unreal games: a map, weapons, shooting, jumping, multiplayer, bots.


These are Pros if you need that for your game.

In Topic: A* pathfinding on a sphere projected cube (uneven planetary body)

22 April 2013 - 06:51 AM

dont introduce special cases with null-pointers to handle impassable tiles


When I mentioned null pointers I was thinking about those corner tiles which have 7 neighbors instead of 8.

In Topic: A* pathfinding on a sphere projected cube (uneven planetary body)

22 April 2013 - 02:33 AM

It looks like you will have to store your shortest path node list in memory somehow.
Also it seems that you need a bit more than brute force nearest nodes, you may need to exclude mountains and lakes, or assign appropriate values for hard-to-pass terrain.
So you may need to take that data you use for the terrain (i will call it "6 sphere face"), and use it to compute "shortest path node" only once (or only when it changes). This can be done and tested separately, until you get it right (even with smaller cube density if needed for testing purposes). In case of the corners, just allow null references for your nodes (if you need diagonal path too).

Every "shortest path node" may have a reference back to original "6 sphere face" node, so you get the real thing if needed.
This way your lookup algorithm remains simple and fast yet you do not loose any information about your world.


EDIT: As for adjacency of the faces, the most basic approach is naming things right. For example, of two futhermost corners of the box have respectively values of (-1, -1, -1) and (1, 1, 1), this information can be retained in cube face array. For example, cube face array may contain faces from (-1, -1, -1) to (-1, -1, 1) for U and from (-1, -1, -1) to (1, -1, -1) for V. A bit more math, but solving it would help to avoid a lot of repetition. 

In Topic: I have been fired :(

22 April 2013 - 01:24 AM

From your post, looks like your colleague did not like you :/