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About Berben

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  1. XNA Indie Game - PumpkinToss Creation: http://t.co/jGK5Sjdp via @youtube
  2. Hello Everyone! Currently, I have been working hard on a new Indie game! And I just finished adding animated movement into the game, which allows moving objects along paths. Each path is connected to a series of waypoints, and each edge can give different instructions to the object which is currectly moving along it. Think of like a ride, where each track can change the speed of the gears to create different mechanics of the object above. To accomplish this new animated movement goal, I had to add several new scripting commands to my Indie game engine. The new commands allow me to choose some artwork, like a Palm-Tree, and tell it to move along a pre-created path system. So far, I have added rotations, translations, and scaling ability on any one path edge! This allows for multiple movements at the same time. Also, I updated my cinematic camera system, to allow for smooth camera movement along other waypoint paths! This will allow for some cool effects, like introduction sequences. Now, I was able to accomplish the movement paths, by creating a simple class which holds a collection of Queued items. Each item can be some scripting request, like move along this path. Then the next scripting request could be to rotate. Each of these request are then bunched up and stuck into this queue. I then have a manager class, which checks the queue each game cycle, and performs an operation on this particular scripting action! Once the request is complete, the manager will automatically take the item out of the queue. So, with my new movement scripting system in the engine, I can simply script quick updates with a few scripting lines! Check out my video with these new features;
  3. People drive like retards!
  4. Hello Everyone! A simple idea, like tossing some pumpkin in XNA can take some time and thought to complete. I originally started my Indie game engine "Temporal Wars" back in 2008 with the idea of creating a specific Real-Time-Strategy game. Now, in 2012, I decided to change gears and update the engine to allow for some simple and complex movement patterns, based on scripting calls. The idea is to transform some XNA scene item, like a rotation action, scale action or movement action. With this in mind, I started creating some simple scripting calls which allows updating any scene item in the engine. After several hours of work, I came up with a couple of basic commands to move an object. But, the problem with these simple move commands was the fact they only allowed movement from point A to point B. What I needed was a more complex movement concept, where the movements would combine different operations, like the scaling with movement, while following some path. As I thought about this a little longer, I then came up with another idea, which was to allow different movement actions based on a paths edge! This would then allow an item to move on a mult-path connection, changing speeds and rotation, while on the same path! So, how did I accomplish this? Well... with some nifty collections, queues and stacks, all hidden by some simple scripting calls at the end. Once I got the code completed, I was able to test my new path movement idea! As you can see in picture-A, a path was created in the engine, which moves between waypoints 1 - 5. Each red line in between the waypoint pairs is called an 'Edge'. As some scene item moves along the path or edge, it reacts differently, depending on what actions are entered for that 'Edge'. The palm tree is slowly moving along this path, with the first edge doing a simple movement interpolation between the two waypoints. By the time the palm tree reaches the edge junction point, between waypoint 3 and 4, then scaling operation takes effect automatically, as shown in prior picture. By the time it reaches the end of the path, the palm tree is now scaled back to full size, and is doing a rotation. Any 'Edge' can have multiple scripting action request for some scene item! Once you set your edges with the required actions, it is just a matter of calling one 'Scripting' call, and away your scene items goes!! Ben www.temporalwars.com
  5. The AStarComponent.dll is now available in the marketplace, within the software development section! [color=#00b050]What you Get! [color=#4f6128]The download zip file contains the 'AStarComponent.dll' assembly, designed to be usable in any other XNA project for the PC and Xbox-360. You can also use the bindable component in other types of projects, like simple WPF (Windows Presentation Format) projects for school demonstrations or for learning the A* algorithm. The 'AStarComponent.dll' assembly is designed for extreme performance, and was tested 1000 of hours on the Xbox-360 and PC. [color=#4F6128]The download zip also contains a simple WPF [color=#4f6128](Windows Presentation Format)[color=#4f6128] 'AStarSampleApp', shown in the picture in the marketplace, which shows you how to use the A* pathfinding component. With this sample application, you can study the C# code to see how to call and create A* solution paths in seconds. The code shows how to start bind the assembly, initialize the internal A* graph, and make "Find-Path" solution paths in a matter of seconds! [color=#4F6128]Feel free to use the code in any project you desire!
  6. Ben Scharbach
  7. Ben Scharbach
  8. michael tanzos
  9. How To Install the AStar Sample Application: http://t.co/XakHkVUZ via @youtube
  10. Hello everone! I have learned a lot from these forums about pathfinding. I have also read quite a few articles and books on the subject. After all the reading, I decided to put together my own 'A*' component. The A* component is designed to run on the Xbox 360, using the XNA framework. It also it usable in other applications, like within PC games or WPF window applications. One of the topics I read about was regarding the use of 'Cheap List'. I'm sure some of you have heard of this, since it was used in an older RTS game; originally created in C++. Well, I decided to incorporate this 'Cheap List' into this A* component, and damn... it made a huge difference! The search time went from 250 ms down to 1-8 ms per search! Crazy. Recently, I decided to decouple the A* from my Indie game engine, and make it usable outside the engine. I recently created a WPF application sample, which shows how this works and a YouTube video using this A* component.
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