Worklog for 3D
Worklog 1
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For sometime I have been playing around with collision avoidance in
fact it the only thing I have done but I think I have finally found a
solution that works well is simple. I have uploaded a demo and the code so you can see how it works. I had 70 obstacles and 50 Bots happily walking around with no problems. have fun Webpage http://www.mrpye.com/Blitz/collisionavoidance/collisonavoidance.htm Download http://www.mrpye.com/Blitz/collisionavoidance/CollisionAvoidanceV2.zip |
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Well it has been a while but i have made progress. I now have bots walking around using my A* pathfinding Lib and if there is something in the way it works round it that include another bot. Demo http://www.mrpye.com/Blitz/collisionavoidance/CollisionAvoidanceDemoV1.zip |
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At last a bit of time to finish of my lib. I ended up rewriting the lib because the speed was not so good but now there is a massive improvement. I also made a very basic path editor and some demos so have fun and hope you find it useful ;O) You can get it from here http://www.mrpye.com/Blitz Here are some pics |
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Managed to get my Ai behaving a bit better now you can shoot the bots but it needed something some sparks and explosions. So I set about writing a particle system I have always thought this would be hard but before I knew it was done it seems to work well. just got to integrate it with the demo and add a few sounds and see what happens Also need to find some webspace to put up some pics and stuff |
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Found a few bugs in my path finding lib that I have now fixed. I have almost got a basic demo finished it consists of 5 robots walking around following you nothing exciting. I have also made a Path lookup database, Basically I pre-cal all the paths that can be taken and then I also pre-calc alternative routes and save them to file so all you do is open the database and make a call to getnode (From, To, Alt) and it returns the next node. I have done this so you don’t get a large overhead both in processor and memory usage, I have not tested the alternate route bit properly yet as it take a while to cal but from initial test it works and is fast. Hopefully I will have something to show you soon. |
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Well I have been a blitz user for 2 years but never got round to finishing anything. So I have decided to create a simple 3d-pathfinding lib. I have scoured the internet over the past few months looking for tutorials etc, and after some head scratching I managed to understand the principal behind a* path finding but all the demos end tutorials where for tile based games. So with a bit more head scratching I managed to make it work with nodes for 3d-pathfinding And it works great!!! I have made a very rudimentary node and path editor for the levels, But it does the job (Not very tidy though). Also I have started a demo so the folks at home can have a look at the fruit of my labour. So watch this space. ;o) |