R-type

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  1. Looks awesome! How does the JS to UE API calling work? Would it be possible to create editor plugins using this or modify it to do so?
  2. Hi,   I'm not sure what you mean with point 3, but from the rest some points:   - make sure you use binary .obj or even better some custom format which requires almost no conversion for feeding into Mesh objects  - pool GameObjects as creating them is expensive - pool Mesh objects and use MarkDynamic() (never tried this but should save overhead)  - creating mesh colliders is expensive, unfortunately there is not workaround for this as Unity does not support mesh collider cooking   If you're feeling brave you could move your data loading to native C++ if the loading is the bottleneck.
  3. I can think of several ways to do this all depending on the amount and sizes of the maps:   The grid is most likely "fixed" meaning that the center of the grid is always at 0,0,0 in world space   - manual: simplest, make an editor where you can "mark" cells to be usable in the game   - semi/manual: make an editor where you mark areas (similar to collision/nav meshes) that can be used in the game, then the editor will figure out which cells fully fit inside those meshes. You could do this by checking for every cell if all 6 points are inside.   - automatic: the editor figures out what areas of of the visual meshes are around a certain height and then figures out which cells fully fit in there   Last 2 could be combined with the first to correct miscalculations by hand.
  4. Hi, Sorry I was assuming the workings of this game was clear. With this game you can only connect blocks if they: A: have the same image and B: there is a unobstructed line possible between them with a maximum of 2 turns in it. I know for a fact this kind of game never gets deadlocked (my fiancee plays it very often and says it never gets stuck, which I believe)
  5. Hi, I would like to make a game like this: [url="http://www.funnygames.co.uk/pet-connect.htm"]http://www.funnygame...pet-connect.htm[/url], however I can not seem to wrap my head around if I need to prevent deadlocks and if so how. Often the player has multiple other blocks to which he can connect a block. How can I guarantee there wont be a situation where no options are left no matter which block the player connects and no matter which sequence? Also on a small 4x4 grid it is possible to generate a deadlocked seed: 1234 2413 3142 4321
  6. Hi all, Am in a bit of a dubio about how to make my units in an rts move more smoothly on paths found by A* taking in account turnradius if possible. Now I read this piece by Pinter http://www.gamasutra.com/features/20010314/pinter_01.htm he explains some of the cheats that are being used. He also describes a "correct" way to handle turning, but that one seems computationally very heavy and might require some hierarchical pathfinding as well: 1. Does anyone have an idea whether this "correct" way would run at acceptable speed on today's hardware? Since the piece is from 2001. Or are there perhaps more viable ways to achieve the same? Also I was thinking about another way to solve the problem he hasnt described. Giving units seeking behaviour towards the path with a certain treshold. If they deviate to much they must seek. Much like shown here: http://www.red3d.com/cwr/steer/PathFollow.html (sorry dont know how to make links clickable) This does however poses some problems when the path is not in the "front" view of a unit. It has to either a. backup b. turn into some angle until the path is in its "front" view. Which in turn may cause it to run in trouble again. 2. So is my own idea kinda stupid or does anyone have some smart remarks on how to overcome problems like the ones I described?