I don't suppose you could include a .zip version as well for download?Originally Posted by Delfi
I don't have WinRAR on my machine and I wanted to look at it (I can't download WinRAR at the moment).
cheers,
Paul.
I don't suppose you could include a .zip version as well for download?Originally Posted by Delfi
I don't have WinRAR on my machine and I wanted to look at it (I can't download WinRAR at the moment).
cheers,
Paul.
Games:
Seafox
Pages:
Syntax Error Software itch.io page
Online Chess
http://gameknot.com/#paul_nicholls
can't winzip open rars? winrar is free aniway..
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
WinZIP can open WinRAR files, but only by using WinRAR itself...Originally Posted by Delfi
I have downloaded WinRAR...
cheers,
Paul.
Games:
Seafox
Pages:
Syntax Error Software itch.io page
Online Chess
http://gameknot.com/#paul_nicholls
Hi!
I am just trying to add your AStar unit to my current 3D game project 'The Innominate'.
Thanks for your class and sample!
I'll sure get back here as soon as I run into first problems.
I understand this is done with a list of TPoints from the Start to the End, right?
I want to use this for 3D. So is there the possibility to really only store the next point I need without a block between it so I can always use the shortest way between the points? Understandable? Right now it only works in 45¬?, would be cool if it would work in 3D with shortest distance (and free angle) between the waypoint...
P.S.: Some problems with the sample:
So Astar.Grid stores the grid where I can set my blocks, right?
Astar.Grid[x,y]=0 means no block, Astar.Grid[x,y]=-1 means block right? What happens if I set 255 f.E.?
Astar.Path(i) is the next waypoint? Can I delete it after I reached it to get access to the next waypoint or what is the best way to step through them?
Firle
well, you can use any type of structures you want, in the callback, you will be asked to do your own processing and tell pathfinder if the area is accesible from previous point. it works with 90¬? and 45¬? angles, just pass it right parameter.Originally Posted by Firlefanz
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
Okay, 45¬? and 90¬? of course, understood.
But it would be cool to have a feature that points directly beneath the previous point are not in list, only points where I have to walk around a block.
So I can tell my unit to move with the angle that is lying between this point and the next point to have angles other than only 45¬? and so on.
Understood or should I make a drawing?
And I didn't quite get the callback stuff, I will look at it again, thanks.
Firle
To make it clear:
I don't wanna use 45¬? only, if possible.
I don't want all points like this:
I only want the points I need so I can set my angle to next point until I am there:
Is this possible somehow? Or is there an Other Sample / Algo
to do so?
Thanks,
Firle
I had a great chapter on A* in a book I bought 'AI for Game Developers'.
Not wanting to step on toes, but I'll see if I can retell it in a seperate thread. It was amazingly clear to me the way he did it. It's not the only way to do A*, but it's certanly an easy way to learn it for the first time. (It used heavy illustrations aswell.)
If it is well received then I'll write up an article for PGD.
EDIT: Wow, I just looked back to the first post... this is an OLD thread. No toe stepping at this point then I guess huh?
Firlefanz: you can't do that, path finders don't do that, you must do that in your engine, with raycasting the points, i guess.
At least it is getting updates and posts aniway, any article about A* be great!Originally Posted by WILL
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
Hmmm. Does not sound very satisfiying, now I am at the beginning again. But thanks for the info. Any other pathfinding samples for Delphi around?
Thanks,
Firle
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