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The idea is to synthesize a bunch of techniques that are specifically useful for 2D, even if they work on 3D as well.

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• By GytisDev
Hello,
me and few friends are developing simple city building game with unity for a school project, think something like Banished but much simpler. I was tasked to create the path-finding for the game so I mostly followed this tutorial series up to episode 5. Then we created simple working system for cutting trees. The problem is that the path-finding is working like 90% of the time, then it get stuck randomly then there's clearly a way to the objective (tree). I tried looking for some pattern when it happens but can't find anything. So basically I need any tips for how I should approach this problem.
Use this image to visualize the problem.
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# Unity model not showing in scene

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Hi again,
Firstly, Thank you soo much community for helping me with my last dilemma.
all bugs from that are fixed now, the only problem is when i call the model to be rendered it doesn't show in the viewport.
can anyone shed any light on this?

heres the main.cpp
 #include "main.h" #include "3dsloader.h" void lighting(); void initRendering(); void drawScene(); void mainLoop(); Object* testcube; int main(int argc, char **argv) { bool running = true; InitializeWindow(); testcube = new Object("apex.3ds"); initRendering(); testcube->CreateVBO(); mainLoop(); return 0; } void initRendering() { glClearColor(0.0, 0.0, 0.0, 0.0); glShadeModel(GL_SMOOTH); // Enable lighting and set the position of the light glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); GLfloat pos[] = { 0.0, 4.0, 4.0 }; glLightfv(GL_LIGHT0, GL_POSITION, pos); } void mainLoop(void) { // the time of the previous frame double old_time = glfwGetTime(); // this just loops as long as the program runs while(1) { // escape to quit, arrow keys to rotate view if (glfwGetKey(GLFW_KEY_ESC) == GLFW_PRESS) break; // draw the figure drawScene(); // swap back and front buffers glfwSwapBuffers(); } } void drawScene() { //clear info from last draw glClear(GL_COLOR_BUFFER_BIT); glTranslatef(0.0f, 0.0f, -5.0f); // translate camera // ADD SCENE OBJECTS TO RENDER HERE testcube->Draw(); glfwSwapBuffers(); }; void shutdown() { glfwTerminate(); delete testcube; exit(1); } 

all the other headers arent necessary but if you think they are, they can be found here->
http://www.gamedev.net/topic/621666-debug-assertion-failed-on-game-project/

Thankyou

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I'm going to assume that you've set up the projection matrix elsewhere in your code, and then switched back into GL_MODELVIEW mode...
Every frame, you call glTranslatef, which concatenates a translation of z-5 units onto the model-view matrix. Since you don't call glLoadIdentity each frame, then after 100 frames, your camera has been translated by 500 units in the z axis, etc, until it flies off into infinity.