Jump to content

BadassTester

Community Members
  • Posts

    15
  • Joined

  • Last visited

  • Days Won

    1

BadassTester last won the day on August 19 2012

BadassTester had the most liked content!

BadassTester's Achievements

Discens

Discens (2/14)

1

Reputation

  1. here is the zip http://www.box.net/shared/vyoqjvx9yn
  2. New map http://www.box.net/shared/vyoqjvx9yn Can be used for path finder testing
  3. My rants about the atlas: Terrain elevation - Need a blur tool. Flattern is not good because it makes stairs on hillsides In flattern - make it possible for user to define the height to which flattern to. For example I want to paint ocean so I flaten to height "2" And when I want to paint a hill I flaten to height "4". That would be good. Now It flaterns whole brush to height of the central square. Or add another tool with this behavior?? Terrain texturing- Fix the texture tesselation glitch , it looks weird and its annoying. Need a pipete tool. To pick up terrain from map. Unit placing- Need a pipete tool? General rants The zoom with mouse wheel is too slow when the camera is far and too fast when camera is close. The arrows detto.
  4. So I have been trying out the Atlas editor and I have done this map: http://www.box.net/shared/4cd3inhtr9 Feel free to try it
  5. Why not like this? It uses a distance_to_goal+distance_to_start heuristics: sqrt((x-x_goal)^2+(y-y_goal)^2)+sqrt((x-x_start)^2+(y-y_start)^2)
  6. My feedback: why, in clean area (no obstacle) and a longer distance - the guy follows a curved line instead of a straight line to the goal... ? Perhaps it is caused by a bug in A* heuristics? Or maybe the old algorithm is not completely replaced by the new one..?
  7. I'm just saying that a different pathfinder might be able to pass trough there.. Collision with a moving unit would still be a problem.. One of the unit should stop for a while, the other will find a new path, maybe reserve some terrain for the next few moments and then the other unit will find a new path... And shroud of war would be considered as a free space, or not? When an unit collides with an obstaclee that wasnt there before, would it try to find a new path or follow the old one?
  8. Keep in mind an edge case like this: edge case Might be exploited for cheating By the way, there is more room for an optimizations... First, removing a redundant nodes. Six guys near each other can be optimized to one rectangle, that removes 20 nodes. And this
  9. I think I got your idea Yes, this is going to be really fast for macro pathfinding and It will support formations, rotated buildings and all the other amazing features. It might only be slow when the number of vertexes is really big... For example when the map is big or with too many obstacles. The other half of the problem is micro pathfinding in busy enviroments. For example with a lot of peasants running around (many players do that). Althought that can be solved other ways (caching paths). But the main problem is still here and that's avoiding moving units. Because the movement of other unit can not be predicted, this had to be done in real time, what do you think?
  10. Icy bergs Icy/rock spikes from ground various Icy/rock shapes frozen human igloo campfire tree bunker building [enterable by 1 unit] various metal cages[enterable by 1 unit] large wooden cross wooden cross with corpse on it cave entrance model[ enterable ? ] den hole model[ enterable by animals or so] hole in the ground model floating stuff meant to be placed on water
  11. talk is cheap, let's create some campaigns already
  12. I have a suggestion.. Before deciding which gui is better write some GUI use cases
×
×
  • Create New...