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Ralph Trickey

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About Ralph Trickey

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  1. Ralph Trickey

    Smarter AI pathfinding.

      Working like a charm but I like to have more influence on it as to when it should stand in line and when it should circle around. For a beginning the multiplier can be derived from the creatures current health. Maybe even switch with another enemy on appropriate times but I guess the latter should be handled by my FSM. I do something like that in my game. Different types of units have different weights. The overall targets are set by a higher level AI.
  2. Apologies if this is the wrong group for this question.   The subject says it all. Graphics performance isn't critical. I plan to use programming and not the editor for most of the graphics.   I'm comfortable with both C++, C# and GPU basics so that isn't an issue.   I'd rather use a 3D engine for performance on mobile, allowing quicker scrolling, resizing, etc. Let me know if I'm missing something, but I'm assuming that the mobile GPUs and libraries are not optimized for bit by bit manipulation like GDI+.   Am I missing anything? Are there tools out there that will target PC/iPad/Android using C++?   Unreal Pros Source code available. They have an Asset store. It's sparse, but I suspect it will grow quickly.   Unreal Cons They are just switching models into more of a mass market instead of a boutique business. I haven't looked into the GUI layer that Unreal has to see how it handles resizable screens, etc. yet.   Unity Pros Cheaper total cost. Bigger asset store. More developers using it.   Unity Cons I have been looking into using a Unity Graphics layer with a C++ layer for the game logic. Transitioning between the layers is through a C interface will be awkward. Debugging could be more challenging because of this. Performance could be slower because of this. More expensive up front cost. Mono is several versions back GC could be slow.    
  3. Ralph Trickey

    UE4, CRYENGINE, and UNITY 5: Will it work?

    I'm 99% sure that there will be a free Unity 5 Option. You should be able to send Unity $0 to preorder it and get access to Unity 4 until it's released ;)
  4.   Is there any better way to do this or any input on which way is more likely to work, or some entirely new approach suggested for that matter? I'm looking at designing a simple procedurally generated random 2D like outdoor map using hexes, a bit stylized like a board game map. Also turn-based. Ideally, I would like to be able to define the hexes with 'overlays' of textures, overlay 1 might be ground, overlay 2 might be some trees in the NW corner, overlay 3 might be a road from N to S, overlay 4 might be a river from the SE to the W, etc. I want to use a texture atlas for each layer and modify the UV values to pick a different part of that atlas for the specific graphic. In DOS/Windows, the way to do this is to take over the entire screen and paint the first layer, then the second layer, then the third layer, etc. Sprite by sprite, Pixel by Pixel. Works great on a PC, but I'd really like to take advantage of the GPU for smooth panning and zooming. (Plus some 3D decals, etc.) One way to do this would be to do this the DOS way and paint into a texture atlas (or several atlases) and use that on the hexes and let the GPU do it's magic. The seems the fastest for drawing, but is more complex. A different way would be to give them slightly different depths (which would limit how closely the camera could zoom, but it might be OK since I plan to limit the camera) I haven't seen any way to do this without many meshes/objects (one per layer per hex) This seems simpler, but I've got concerns about how well it would work. I'll probably try #2 first since it is simpler (and I like simple ;) But I hope some else has a better idea or input on whether that's going to hit issues. Thanks in advance
  5. Ralph Trickey

    Video Games Podcasts I Listen To

    I like Drunken Gamer's Radio. They're more console centric, but a heck of lot of fun, although they've gone off the deep end recently. http://robotpanic.com Also, GiantBombcast is sometimes entertaining, but can be a bit lengthy. http://giantbomb.com Retronauts is what is sounds like at http://1up.com. I haven't tried the other ones there. I'll check out the last 2 you mentioned, I wasn't aware of them.
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