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R-type

Member Since 25 Mar 2003
Offline Last Active Sep 22 2013 03:12 AM

Topics I've Started

Do I need to prevent deadlock for a game like this?

03 October 2012 - 12:15 AM

Hi,

I would like to make a game like this: http://www.funnygame...pet-connect.htm, however I can not seem to wrap my head around if I need to prevent deadlocks and if so how.

Often the player has multiple other blocks to which he can connect a block. How can I guarantee there wont be a situation where no options are left no matter which block the player connects and no matter which sequence?

Also on a small 4x4 grid it is possible to generate a deadlocked seed:

1234
2413
3142
4321

Path smoothing dubio

18 May 2007 - 04:23 AM

Hi all, Am in a bit of a dubio about how to make my units in an rts move more smoothly on paths found by A* taking in account turnradius if possible. Now I read this piece by Pinter http://www.gamasutra.com/features/20010314/pinter_01.htm he explains some of the cheats that are being used. He also describes a "correct" way to handle turning, but that one seems computationally very heavy and might require some hierarchical pathfinding as well: 1. Does anyone have an idea whether this "correct" way would run at acceptable speed on today's hardware? Since the piece is from 2001. Or are there perhaps more viable ways to achieve the same? Also I was thinking about another way to solve the problem he hasnt described. Giving units seeking behaviour towards the path with a certain treshold. If they deviate to much they must seek. Much like shown here: http://www.red3d.com/cwr/steer/PathFollow.html (sorry dont know how to make links clickable) This does however poses some problems when the path is not in the "front" view of a unit. It has to either a. backup b. turn into some angle until the path is in its "front" view. Which in turn may cause it to run in trouble again. 2. So is my own idea kinda stupid or does anyone have some smart remarks on how to overcome problems like the ones I described?

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