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About IndakungWoo

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  1. I downloaded SC2, and tried its editor. Press Ctrl + Alt + H to show navMesh and put some buildings on it, it shows the dynamic generation of navMesh for the building's constructions and destructions clearly. Or you can also add polygon directly. It's Delaunay algorithm isn't it? But my question's still: how to deal with agents in different sizes? The editor doesn't shows if it generated various layers for different size of agents.
  2. I found that the buildings in SC2 are on grids, it seems like they combined both grid and navmesh? I cannot open the zip too, could anybody help?
  3. I think my problem has been solved. I found a precise way to find corners. And it's not expensive as I was thinking. I've decided not to use navMesh, HPA* with grids is enough. Don't need to smooth the whole path at once, got it. Thank you again.
  4. Thank you IADaveMark. I have thought about this situation, but even poly B is generated as you say, this problem is still exsit. Or it would be an easy way to do some algorithem base on an appropriate generation? Thank you for the advise of multiply navmeshes, Steadtler and JTippetts. But here comes another problem. The project I'm working on is an RTS game, so it involves dynamic addition and removing of obstacles like buildings, and it'll be complicated for me to generate multiply navmeshes dynamically in an efficient way. I've read the pathfinding of Company of Heros, the obstacles change frequently and it uses grids not navmeshes, and that's the way I used in past too, the reason why I want to replace it by navmesh is that I couldn't find an efficient and precise way to smooth the path, it means the path should turn only at the corner of obstacles( I'm using a line of sight test to every waypoint choosed by bisection method ). The effect in Starcraft2 is what I want to achieve ( obviously the buildings in Starcraft2 are on grids, and the path of one unit is very smooth and precise ), not flocking behavior, just one unit one path. Could you give me some advises?
  5. [attachment=8361:navMeshQues.png] As shown in the graph above, without considering the size of agent, the result path from polygon A to polygon C would be A->B->C. But if considered the size, because of the minimum passable width ? from A to C in B is less than the agent's diameter, the detecting should avoid to across B from A to C while doing a pathfinding, and the result path should be A ->B->D->E->F->B->C. The question is how to know which polygon or which exit border of a polygon should be avoid during a pathfinding?
  6. I don't think you can in a reliable manner. You can detect a focus change, but I don't know if the device will already be considered "lost" at that point. If you want, you can detect if your app is running on Vista or Win7 and create D3D9Ex interfaces. If you use those, you won't get a lost device scenario. Doesn't help you for at all for XP, obviously. [/quote] Thank you. As a matter of fact, losing device is not an usual thing, and I think most people would ignored the resetting of particles after that case, so I'd better ignore this problem too.
  7. Thank you. But how could the program predict the device's losing? Or just copy the data every frame? It seems not so efficient. Because those render targets are used for saving states of a GPU-based particle system. I think it'll be weird when all particles are disappeared or reseted at their initial position or other states after a device' losing.
  8. For resetting device after it was lost, all D3DPOOL_DEFAULT resources should be released. I want to restore some render-target textures after the device is reseted, so I'm trying to save their data to D3DPOOL_SYSTEMMEM texture when device is lost, but I cannot call IDirect3DDevice9::GetRenderTargetData successfully because the device was lost. The DX debug report says: "Failing copy from video-memory surface to system-memory or managed surface because device is lost. UpdateSurface returns D3DERR_DEVICELOST" Is there another way to restore the D3DPOOL_DEFAULT resources after a device losing?
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