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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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lucky6969b

How can I make an object follow a fixed path (track)? but...

3 posts in this topic

The vehicle called the VNA will follow a fixed path which is the aisle between the rackings.

But at some point, the VNA will be able to stop at each bay. What is the best way to move this object?

Waypoints, or weighed A* (don't know what that's called), but something like the path within the straight line

will be given the highest score.

Thanks

Jack

Edited by lucky6969b
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I am not sure what is your problem.

If you want to move object to specific location:

1. (opt) rotate it to face target location

2.

targetLocation = Path[currNodeInx].node_pos
objectPos += (targetLocation - objectPos).normalize() * moveSpeed

3. test if reached destination and increment path index:

minimumDist = 0.1 // minimum dist to target to consider it has reached its current destination
minimumDistSq = minimumDist*minimumDist // squared
if((targetLocation - objectPos).lengthSq() < minimumDistSq)
{
    currNodeInx++ // or decrement if you want to go back, or wrap around so it will loop thru the path
   
}

4. you can add something like weight to Path to modify moveSpeed so object will move slower/faster

targetLocation = Path[currNodeInx].node_pos
objectPos += (targetLocation - objectPos).normalize() * moveSpeed * Path[currNodeInx].weight
Edited by belfegor
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