Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

100 Neutral

About tplague

  • Rank
  1. Bah, I'm thinking about dumping CEGUI. I'm going to try Ogre3D with MyGUI.
  2. What language? I would personally use an ADT array but that's just me
  3. tplague

    RTS Pathing Issues (A*)

    1. Only draw one sprite of them when they all reach the node, have a death sprite for when one dies and regenerate another sprite for however many there are. 2. Someone had a similar problem which can be viewed here: http://stackoverflow...-a-pathing-code I think that when you are looking for the next "currentNode", you should not start with lowestF = (nodes[currentNode].g + nodes[currentNode].h); because that value, in principle, will (always) be lower-or-equal-to any other nodes in the open-set. Just start with the value of std::numeric_limits<int>::max() or some very large number, or use a priority queue instead of an std::vector to store the nodes (like std::priority_queue, or boost:_ary_heap_indirect). I'm pretty sure that is the problem. And since your heuristic can very often be equal to the actual path-distance obtained, there is a good chance that following nodes in the open-set turn out to have the same cost (g+h) as the currentNode. This would explain why certain paths get explored and others don't and why it gets stuck. [/quote] And thanks for pointing me in the direction of 'std::priority_queue' and 'boost:_ary_heap_inderect'.[/quote]
  4. EDIT: Solved! Had to update CEGUI
  5. Tried your previous post pulpfist, didn't work. Also, using all release libs
  6. EDIT: Solved! Had to update CEGUI
  7. Ah sorry, a little burnt out from looking at the screen for hours. Pushed = GameOptionsWindow->getChild("GameOptions/Button/Continue"); And yes, the layout exists and is setup correctly :\
  8. EDIT: Solved! Had to update CEGUI
  9. Breaks on this: Pushed->subscribeEvent(PushButton::EventMouseClick, Event::Subscriber(&GameOptions::Pushed, this)); Hmm...I wonder why :\
  10. Great responses guys! I believe I will make a "mock-up" within C# and if I ever need to, I will port it over to C++. I will however be writing C++ here and there as counter-parts to my C# code just so I have my own little database going.
  11. EVE was written mostly in Python? Wow! I've seen some benchmarks where C++ uses less memory and C# uses almost double at times...
  12. I don't want this to become a flame war and yes, I did search. It seems that most people believe that XNA C# runs slower than C++. I could make a game way faster through XNA and I do know enough C++ to get by...but which would YOU take on for a 300-500 multiplayer game? I want to have options open for the players (i.e. very low settings and very high). Thoughts?
  13. tplague

    Asset packing and realtime extraction?

    I guess I worded it wrong...I'd like to compile all of the folders into one asset library that only my engine could call (i.e. a compressed asset library and some type of hash check by the engine verifying that the library is original). I am developing my own game engine in C++.
  14. Hello all, I'm wondering, what's the preferred method of doing this? As in, say I have the asset folders "models", "sounds", "images"...is there a way I can securely pack them into a custom way which can't be read except by my game engine?
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!