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About RnzCpp

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  1. Tactical Pathfinding - Unity3D

    Letting aside all the useful "immediate heuristics" (nearest cover, danger level, etc) that could define behaviour... which might be sufficient/efficient and good enough. I don't know if you're referencing some existing work about this... I'm just assuming that you're (influence maps would suffice). In Unity you can change the A* weights on a zone basis and not by node. So you could make something really rough and not really useful for this. If the purpose is to implement a more grained pathfinding, then you should program it. Unity will let you have the pathfinding mesh, that is as far as you can go without implementing stuff.
  2. Tell me your success story.

    You shouldn't be showing that. I think it's against the store/admob policies. The store seems to work that way. Some people get lucky in their first game/second game, and they can survive just from that passive income. Not even near the rule though.
  3. Java can also make deterministic floating point operations, but it's not the case for C#. So in the .NET case you can make your own int-based fixed point math library with bitshifting wizardry and taylor series for functions like sines/cosines/etc (I don't know if there's a better way to approximate a function). Also, you could get also a bit more precision in exchange of range using something like this.
  4. What are your focusing techniques?

    I think that "what is pushing you away from what you are doing?" is more fitting. There're .·. 3 .·. things that will get you back to work. It's really easy and it's 100% effective. 1) Get in a difficult situation .·. 2) Get away from social networks, media, and such .·. 3) Get surrounded with mind-liked people that is doing and talking what you talk and do .·. The fourth one... becoming something like an eunuch which I don't recommend at all.
  5. What are you working on?

    Even though I mostly program generic logic... I spend some time with modeling. I took a break after making a networking bitpacker which doesn-t seem that generic, but... who even cares... Look at these seams! This is what mostly differentiates a good and a bad game model.
  6. As you say, you can make an A* search with newtonian physics, in fact, I saw one of these in GIT (a python open sourced project). You can find the "optimal solution" given de discretization... and yes, you have to discretize rotation, thrust, etc. so then you can scale things. There's a lot of information out there, some time ago I glased over a bunch of papers related to spaceships and wave riding ships (real ships) doing this kind of search... So I think you're taking the safe path, and you're doing well, you can find more information if you really search for it. I think you can optimize for fuel consumption, partially, at least. But I think I get your problem, maybe the search grows too much. Then Evolution maybe? Discritization works well, you got it right, unless you want to go into the research part of things (there's a lot to test).
  7. This is my first app/game in the play store. It features the best bowling ball controls ever. UNVEIL THE ILLUMINATI
  8. I've a trait: When I talk I tend to go all over the place (I really mean it). That second part of my post wasn't really directed what I previously said, so I got a warning out of nothing :/ . Yes, heuristics (which sounds less buzzwordy than ML) as an optimization technique. Simulated Annealing which did a a decent job at go (in the 2000s). I think they implemented over decition space (which in go overlaps a lot)... GAs could also be used, but i've not heard of that. There're statistical based methodologies too, but I've yet to dig into that. There're niches, thats all, I'm sure these things could take over (when a fitness/evaluation function could be available). 
  9. Modeling Armor for a Fat Man

    It doesnt fit? it doesn't make sense? are you making the concept? MD is the best tool for cloths, maybe leathery stuff too, but I would reserve it for details and not so much for concepts. I'm on the train that sculpting might be the easiest and most straight forward way to get a concept and then a model out of nothing.
  10. Context of work? Yes, I agree with that.   Talking about interesting AI and lazy/easy (I really favor easy), it's possible to automatically adjust weights if you find a way to judge the AI, maybe like making a quadruped gait (youtube.com/watch?v=UxjH9ufh2zo) in a more efficient way that a human could do... but that's just something useless and a proof of concept I made. The thing is that we've seen stuff like this in the field, this is tested stuff that works: there're cases in which you can just spend time extracting and formating important data from the game. 
  11. Above all other more difficult to implement techniques? You really have a hard case to make, APOCH, really. It takes not that many lines to write a basic planning algorithm, I can only see a hardcoded logic being easier but not as powerful.  
  12. I like planning for a reason: non hierarchical planning is the most powerful and easiest to implement algorithm for a simple AI. Yes, it has some problems, I can't remember the specific context on which states should be added to that of the global state (so the global state isn't really a state). 
  13. What are you working on?

    First time i did it almost right (normals and seams). 
  14. MMO Database

    I'm all in MySQL, it has a number of different engines: The most common are INNODB and MYISAM (I can't recall which one was what) and the difference is huge (and you can choose which table uses what). Both of which are implementations of the "new ways" and the "old ways"  (I hate this misnomer).Transactional and atomic queries are the nice thing about the "old ways"... the "new ways" can corrupt data if done incorrectly (well, maybe it's unavoidable).  The thing is that you talk about 100k users. And a MMO. While making tests you will realize that you will step over unless you really know each step towards making that... and it might take a lifetime.
  15. Csharp Unity Awake() function

    Awake gets called immediatly after the gameobject gets created. I think that Start excecutes immediatly before the first update, and so an unactivated object will not excecute Start until it's enabled. It's a little bit more complex than "this before that", though these are the most common use cases.