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About kuroro_san

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  1. kuroro_san

    Flow Field Architecture Advice

    Yeah. Alvaro is right. Its possible to store only the distance and lazily compute the direction vector when needed. Row, col could be omitted, but i personally stored it for debugging purposes.
  2. kuroro_san

    Flow Field Architecture Advice

    So I'm currently implementing flowfield pathfinding on my game as well, although I have a slightly different problem (which i'll post in another thread. In terms of storing the flowfields, the way im doing it simply storing it in a hash indexed by goal target's id, which you kind of hinted on as well. And each unit/group has a goal stored internally, and it can easily query what flowfield it needs to use by looking up the hash. That doesnt really address your memory concern though. Memory wise, a potential solution is to not floodfill the whole map. Instead, you start at the goal, and then once it reaches your set of units, then you can stop the floodfill. Also, a single flowfield on a 31x31 sized tilemap taking 11mb of space sounds really inefficient. I think you can simplify the datastructure so that it takes less than 1mb. You really only need the (xy direction vector, distance, row, col) each can be 4 bytes max and 20 bytes total for a single flow information. So 31x31 flows can be around 20kb. In terms or larger maps, I've seen resources online about how supreme commander 2 does it, where it uses a hybrid approach, where it uses a high level path finding first on a world grouped into navmeshes or sectors (where each sector contain many tiles), and then combines it with a low level flow-field based path-finding. Check out http://www.gameaipro.com/GameAIPro/GameAIPro_Chapter23_Crowd_Pathfinding_and_Steering_Using_Flow_Field_Tiles.pdf and http://www2.cs.uregina.ca/~anima/408/Notes/Crowds/HybridVectorFieldPathfinding.htm
  3. So i'm using the html5 deviceorientation API to get device euler rotation values alpha, beta, gamma, and I want to use the gamma value to rotate a webgl scene on my phone. The scene rotates fine when I move the value within that range. However, once I go beyond -90 for example (happens when I point my phone upward), the next gamma value I get is 89. This has the effect on making the scene suddenly flipping and looking down instead of 1 more degree upwards. Question is. Is there a way to normalize the value such that the jump from -90 to 89 is treated as looking 1 more degree upwards ?
  4. Alright. WebGL it is. I might actually use babylonjs as i read its easier to use and not as low-level as three
  5. Hi guys. I'm interested in implementing an camera adjustable isometric view similar to realm of mad god, but in HTML5 instead of Flash. Basically, in that game, its isometric by default, but you can adjust the camera in the (x,y) plane and see things differently. I was wondering if this is achievable by plain HTML5 canvas. Or whether I need to use WebGL for it. game at 45 degrees game at ~80 degrees
  6. kuroro_san

    RPG - Fast Paced Tactical Gameplay?

    A little late, but Tales series are pretty fast paced where you can modify strategies of party members and control them as well similar to Star Ocean as ferrous has commented.
  7. kuroro_san

    Skrrt.io - a multiplayer arcade racing game

    it was a constant jitter, but looks like you've fixed it
  8. kuroro_san

    Skrrt.io - a multiplayer arcade racing game

    Its quite fun. Only complaint is I'm seeing lot of camera jitter whenever the car moves.
  9. Hi there. I was actually just wondering the same question as well regarding various ways to build 2d worlds (mostly interested in topdown) . I came across this article earlier, which you might find helpful (http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/ ) . See Type 3: Bitmask, and Type 4: Vectorial    Any other resources that you guys recommend for learning more about building/rendering 2d worlds (whether platformer/topdown) ? Not to hijack the thread, but the effect I'm intersted in is something like this () . It has playstation style graphics. I doubt the environment (floors, etc..) are laid out in a tile based manner . Just curious as to what I can read to learn more about implementing such environment/graphic style. 
  10. kuroro_san

    Trouble finding high quality 2d tile sets (top down)

    I feel the same way regarding the lack of quality of for topdown 2D tilesets. So far, I've looked in places such as opengameart, gamedevmarket, etc.. and they're generally not as good as the non-2d assets you see in unity store. I think it might be because more people are working on modern style art assets nowadays instead of the retro look that you posted. 
  11. kuroro_san

    Anyone has any experience with Cyber security?

    I'm not exactly in the industry, but I know people who work for mobile malware companies, where what they do is reverse engineer suspected android apps/apks and see if its malicious, and write a report about it. Sound pretty fun
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