Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Newcomers AppGameKit Corner / Many request pathfinding ai so i converted my old one...

Author
Message
Cliff Mellangard 3DEGS
Developer
18
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
Posted: 28th Jan 2018 15:17 Edited at: 30th Jan 2018 11:50

Its in the zipp....

source if you dont like downloads...

Attachments

Login to view attachments
Rick Nasher
7
Years of Service
User Offline
Joined: 25th Jul 2017
Location: Amsterdam
Posted: 28th Jan 2018 17:27
Always handy, but I don't see the ZIP here. Did find it in the other thread.
Works fine btw, unless you click something like an illegal location, which makes sense of course.
Always handy too look at other people's implementations.
Cliff Mellangard 3DEGS
Developer
18
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
Posted: 28th Jan 2018 19:16
Fixed...
All the code where made a long time ago to help users know how to use it simply with sprites
So it will crash if you click stuff you should not
Rick Nasher
7
Years of Service
User Offline
Joined: 25th Jul 2017
Location: Amsterdam
Posted: 28th Jan 2018 21:51
I'm more of a 3d guy but should be easy to adapt.
Thanks for sharing.
Cliff Mellangard 3DEGS
Developer
18
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
Posted: 28th Jan 2018 21:56
simply swap the y in it to z
I do it many times with many functions for sprites to use in 3d...
Rick Nasher
7
Years of Service
User Offline
Joined: 25th Jul 2017
Location: Amsterdam
Posted: 28th Jan 2018 22:21
Yep, that was what I had in mind.
hoyoyo80
8
Years of Service
User Offline
Joined: 11th May 2016
Location:
Posted: 29th Jan 2018 01:13
Wonder on how to to adapt waypoint or navmesh for 3d(if this possible in agk2)

But nice!!!
Phaelax
DBPro Master
21
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 29th Jan 2018 14:53
Is this using A*?
Tiled TMX Importer V.2
XML Parser V.2
Base64 Encoder/Decoder
Purple Token - Free online hi-score database
Legend of Zelda

"I like offending people, because I think people who get offended should be offended." - Linus Torvalds
GarBenjamin
AGK Developer
7
Years of Service
User Offline
Joined: 30th Nov 2016
Location: USA
Posted: 30th Jan 2018 06:20
Waypoints are just an array/list of nodes.

Basically just have a type like Twaypoint that has fields to specify position.

Then it is just a matter of maintaining an index and move from location to location of each node.

Of course additional fields can he added to hold other info. And this is something probably be better done with a GUI tool. Not sure how that new Scene Editor thing works but basically just something like that with a certain image type if it could be searched and added to a list would allow visually laying out waypoints.

TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
Cliff Mellangard 3DEGS
Developer
18
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
Posted: 30th Jan 2018 11:47
Hi agan phaelax long time no see
Its based on it back then and where done for a tile based pathfinding i neaded a long time back...
Even got a book and mashed it up..
i Think Everything where based on a snippet i credited in the source code ?
Dont remember right now but if i use other code do i Always credit it in source...
I know you had something back then also???
Think i even used it at some Point?

Yes gar there is nodes as it where supposed to be used for a rts that where tile based in the begining?
Cant remember as it where a long time ago?
But it works

Login to post a reply

Server time is: 2024-11-23 01:14:52
Your offset time is: 2024-11-23 01:14:52