Doctor Shinobi

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  1. Bot Paths for Unity

    Quote:Original post by parkour I'm currently runnig test on unity 3d for my next game project that takes place in a city. I want it to be as realistic as possible, so i would like citizens walking around. However, I've never had a to make a game that would require bot paths. Can someone please provide me with the Java script or the C# script and the directions on making bot paths. THANKS! :) manly men don't ask for scripts. they write them! i can't give you a script,but i can advise you on how to write them. you could for example make a list of 3D vectors that define the path. and you make the bots walk toward the next destination point,checking if it reached it,and then make it walk to the next one once it has been reached. you can also do it through game objects that only contain a translate component so you can easily construct the path yourself :)
  2. [Assembly 8086] IMUL

    oh i see now! thanks a lot :D
  3. hey :) i have a little problem with assembly 8086. i need to make a signed multiplication between 150 and 200 without using a program. now expected it to be 30,000 yet i get 5936,which is completely different. MOV AX, 150 MOV BX, 200 IMUL BL i don't get it. how do i calculate the result of IMUL? can anyone instruct me? thanks in advance :)
  4. Physicly creating world geometry in maps.

    Quote:Original post by Hodgman Yeah, art like in the pictures you posted is done by artists in art-creation tools - not by programmers in code-creation tools ;) Regarding collision, some games require both a low-detail 'collision mesh' and the high-detail 'graphical mesh' to be created in Maya/etc. Professionally, a level designer will give their plans to an environment artist who will build the pretty graphics in a modeling tool (like Maya), and/or a dedicated level editor (like UnrealEd), depending on the game-engine/team. On some teams, a designer will create a "grey-box" (called that because it's often un-textured and made of simple shapes) version of the level in the modeling/level-editing package first, as a guide for the artists. i see,thanks :) whew,i guess i'll have to start studying maya or something like that since i am the only person working on that game :o
  5. i am working on my platform game happily and so,yet i feel the way i am building the maps is wrong. i am not using a terrain,so what i am doing is pretty much defining polygons through the code for world geometry,and adding meshes as objects. but is it the right way to create the geometry of the world? i thought about using modeling programs like maya,but that sounds problematic collision wise(especially since the player in my game can climb on walls and reach pretty much any point inside a house for example). take for example these picture : the geometry there looks too complicated to be defined manually through code. so i wonder,after you are done theoretically designing your map on paper,how do you move to physically designing it? what is the process of building maps and what is used to do so?
  6. Spline movement! HEEEEYAAAAH!

    Aright, i think i get it. thanks :)
  7. Spline movement! HEEEEYAAAAH!

    Quote:Original post by alvaro This is the problem of firing a cannonball to hit a target, which I am sure you did study in high school. The trajectory is a parabola, and it's fairly easy to figure out the initial velocity if you know how high you want the parabolla to get (that determines the vertical component of the velocity, which will be sqrt(gravity*height)) and where you want it to land (solve a second-degree equation to know at what time you'll be at that height going down, then compute the horizontal component of the velocity by dividing the total horizontal displacement by that amount of time). If that didn't make sense after reading it carefully a few times, ask again and I'll post some code. am... sorry if i understood you wrong,but in short all i really need is to take the parabola equation,put the right parameters in it and it should give me the missing parameter i need to calculate the position in the next frame,right?
  8. Spline movement! HEEEEYAAAAH!

    Quote:Original post by Buckeye If you really want to do a physics-like calc, then you don't need a spline. The calculations will give you position. Assuming you're using f = ma as your Newtonian physics, start off with an upward force (the force of the "legs" I suppose), a forward force (if you want to move forward), and gravity (down). The resultant total force is up and to the right (in your diagram) if your upward force is greater than the force of gravity. The calcs at each deltaTime (frame time?) will result in a position that describes a parabola. If you really want to do the physics yourself, and your algebra is up-to-snuff, google for something like "force mass acceleration" to look at some good explanations of the process. well yeah, i know the newton 2nd law,but i think that in this case i need to calculate how much force to go up compared to the forward force if i want it to land in the destination point.
  9. Spline movement! HEEEEYAAAAH!

    Quote:Original post by DWN My suggestion would be to ignore the spline portion completely for now. It doesn't seem to have much to do with the actual problem. The hermite splining is simple and superficial. You could use Box2D and add a joint to two bodies. If the legs could grow and shrink, then you could walk your bodies. Active physical control can be a hairy problem. oh yeah, i forgot to mention. i am not using any physics engine. i just love having the freedom of physics for myself.
  10. spline movement,bow movement,little happy leap,not sure how to call this,but i am in a situation where i have a 3D platform game,and i need to program some AI for the bots to jump from one platform to another one. so the parameters i figured i'd need are few points(2,probably 3?),gravity and errgh,well that's all the parameters i think i need(right?). the situation is like this : generally, i didn't study much about this type of movement in high school,so i've got no idea where to even begin. heck, i am not even sure what i am supposed to calculate(probably the velocity?). so can anyone pass me a reference of what i should be looking for :)?
  11. i remember reading a tutorial somewhere on OgreWiki that explains how you can combine your main EXE file with the resource ZIP files in a way that your EXE will contain the resources but still think they are out in the open. you don't even need to change one line of code to do that. i am pretty sure it was not an ogre specific tutorial so i guess you could use it : http://www.ogre3d.org/tikiwiki/Merge+exe+with+a+media+zip&structure=Cookbook the bad thing about it is that since the EXE file gets pretty heavy,it gets problematic to make updates overtime after you release your program.
  12. Trouble compiling multiple C++ files

    headers that are used in more than one source files need to be declared that way. just put this in the header : #ifdef HEADERNAME #define HEADERNAME //header code here #endif it doesn't have to be HEADERNAME. it's just a name that you will most likely use to avoid using the same name as a variable or something(that's why it's also in CAPS since you almost never declare anything with full capital letters in it's name).
  13. MMO game

    you really shouldn't work on something as big as an mmo before you have a clue what you want to do(Hey it rhymes!).
  14. Who else has noticed this?

    Quote:Original post by Spease This bugs me so freaking hard. IT DOES NOT GO AWAY. It's just there. Staring at me. Arrgh >.< what have you done! now i'll notice it too every time i open gamedev!