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DarkBASIC Professional Discussion / - DBPro Coding Challenges -

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Nicholas Thompson
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Posted: 25th Apr 2005 01:41
hehe..

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RiiDii
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Posted: 25th Apr 2005 06:44 Edited at: 27th Apr 2005 02:13
Guantlet thrown down! Any takers?

Use arrows to move your ship. Movement is thruster/momentum style.

There are 4 beacons to race your space yacht around. Problem: you don't know which beacon is which - but you can always tell the distance to the next beacon. Get with in a distance of 50 to 'tag' the beacon and move on to the next beacon. Oh... and don't get lost. Space is a big place, so a rescue might take some time.



Edit: Some changes listed in my next post.

Edit 2: Added a pointer.

"Droids don't rip your arms off when they lose." -H. Solo
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Nicholas Thompson
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Posted: 25th Apr 2005 07:04
Not bad at all Riidii! Takes a lot of getting used to..

Suggestions:
* Dont limit to 30fps, try to make the movement timer based. I find its hard to control at those low speeds.
* The 3rd person view is a little slow to "catch up".. Maybe just me there though..
* It might be usefull to include some kind of trail. I found that I was often moving (or drifting) when I didn't realise I was. This is partly due to the lack of landmarks to based position on (although that its pretty much space.. Not really many landmarks the eye can use unless you're doing a few lightyears/s! )

Nick

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Ric
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Posted: 25th Apr 2005 08:21
Been away for the weekend, but I'll have a go at this over the next few days. I was thinking of creating a circuit, and then using waypoint data to control two or three AI opponents. May find myself going over the limit of the 'reasonable amount of data stamements' rule, though, in order to do it. Nice space ship Rii, btw!

KimoSabi
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Posted: 25th Apr 2005 09:12
well that is vry cool rii maybe if u add a map in upper left hand corner for some sense of direction

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RiiDii
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Posted: 25th Apr 2005 09:56 Edited at: 25th Apr 2005 09:57
I was going for some of the disorienting aspects of navigating through space (not even 3d space ). Of course, future vehicles traveling through space would have a ton of instruments to make navigating a breeze. So I'm thinking this is a rich kid's yacht race. No nav systems - only a beacon distance indicator. You get lost, tough luck. Kind of like street racing.

There are some tiny specs of space debree floating around if you look closely (very closely). This can help get your drift bearings. I will probably add in some sort of exhaust from the ship and have that give some drift indication as well, but it won't help too much as it will dissapate quickly, unless you have the thrusters on.

Timer based movement is some food for thought; I might play with that later. In the meantime, I've upped the fps to 60 and made appropriate adjustments.

Camera movement has been a thorn since I 1st started testing. I'm not able to hit the right balance between smooth camera movement trailing too far and jerky camera movement that keeps up.

Thanks for the comments everyone.
Let's see some more entries!

And Nicholas, one reason I took so long is too much playing around with your game

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Phaelax
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Posted: 25th Apr 2005 11:00
nice space scooter

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Tomu
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Posted: 25th Apr 2005 13:44
Nice entry riidii impressive use of db primitives.

glad to see to see some people rising to the challenge.

come on ric, cant let the battle be just between nicholas and riidii!

Tomu.


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Posted: 25th Apr 2005 16:13
ok, so i'm studying vectors.

i would like some theoretical help...
here's my problem:


and here's the code i'm using:


thanks,
bob

http://astrumgames.com
completed games: Astrum Erus, Centipoid, Hero Of Garaven, WarpFlight, Higher Ground , Circular Breakout
Tomu
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Posted: 25th Apr 2005 16:37 Edited at: 25th Apr 2005 16:41
hmmm. im not sure. when i wanted to and the vector of the current facing of an object i used a rotational transformation matrix to rotate a vector3. im not entirely sure what the normalise vector3 command does as i havent really used it...

heres my solution to your problem feel free to use my 3d math library

change the value in speed# to change the speed



Tomu.


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Posted: 26th Apr 2005 10:01 Edited at: 27th Apr 2005 03:46
@tomu,
thanks about using your maths, but i understand that type of matrix
much less than i understand vectors, so i don't want to use it.

to 'normalize' a vector is to 'proportionally reduce each component of the vector to within a range of 0-1.' (my words).like if the values of the vector are [2,4,8],it is 'normalized' to [0.25 , 0.5 , 1.0]
(that is not correct...it reduces the length of the vector to one, as peter says below)

i have found my own solution, though it is not purely mathematical,
it relies on some of dbp's 3d commands.

here is my space-racer, which is
not a race, but more of a 'time-trial',
and not in space because there are no planets, stars, etc.
however, it is FRICTIONLESS.
once you start moving in a direction, you have to apply an
equal and opposite force to stop moving in that direction.
there is no maximum speed. stay within the boundaries or
you will lose.

L/R arrowkeys rotate you. there is an indicator or your actual facing.
UP/DOWN arrowkeys apply forward or reverse thrust in the direction of your current heading there is also an indicator
of the direction of your movement, that is the sum of all force
applied to you so far.
hopefully you will see what i mean.

bob



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Tomu
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Posted: 26th Apr 2005 11:44
VERY nice bob!

very interesting code, i will spend more time reading through it soon.

Tomu.


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Posted: 26th Apr 2005 17:43 Edited at: 26th Apr 2005 17:43
Excelent Bob! Lot's of fun. Finally completed the course!

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Posted: 26th Apr 2005 17:46
fun?! i find it infuriating!
but then i've been inexplicably mad lately...
r2, that racing yacht you made is awesome.
i would seriously give a pointer to the next buoy,
like make a dummy object positioned at your ship,
and pointed at the next target...sure you can explain it,
but i get so lost it's not worth continuing.
bob

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Peter H
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Posted: 26th Apr 2005 22:56 Edited at: 26th Apr 2005 22:57
Quote: "to 'normalize' a vector is to 'proportionally reduce each component of the vector to within a range of 0-1.' (my words).
"

Here's an explanation from Philip's tutorial...

http://www.kentaree-studios.com/tutorials/vectors/38a.htm

So in essence it reduces the length of the vector to 1 (not the highest value...though that's a good guess)

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RiiDii
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Posted: 27th Apr 2005 02:13
Okay - a pointer has been added.

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Phaelax
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Posted: 27th Apr 2005 10:58
Quote: "vector are [2,4,8],it is 'normalized' to [0.25 , 0.5 , 1.0]"


actually, no that would not be normalized. Normalized means the vector's length is 1. Your "normalized" vector has a length of about 1.15

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KimoSabi
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Posted: 27th Apr 2005 11:19 Edited at: 27th Apr 2005 11:20
Well here is my entry and I may or may not add more. It's not really a race more of a survival thing but it's still in space if that counts for anything.

Basics of the game:
-Shoot your bullet with enter and you can shoot every second
-Bomb with shift and you can bomb every 10 seconds
-You get points ONLY when the bars reach the bottom
-Level difficulty increases and the speed you can move increases at 500 points
-GOOD LUCK
-Please leave comments



And remember free iPod at-http://www.freeiPods.com/?r=17350673

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Tomu
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Posted: 27th Apr 2005 11:35
very nice kimosabi. very addictive and i liked the bomb!

interesting take on the "space race"

Tomu.


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KimoSabi
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Posted: 27th Apr 2005 11:36
thx

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KimoSabi
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Posted: 27th Apr 2005 11:59
i have a question does any1 know how to point an object at the mouse when you have the object z at 2500 so the x spans from -2300 to 2300 and the mouse is just from 0 to 1024(im trying to make it so your gun will shoot where the crosshair is which is the mouse)

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Posted: 27th Apr 2005 12:32
check out the pick screen commands.

Tomu


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RiiDii
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Posted: 27th Apr 2005 14:44
Good entry Kimo!

Your prize!
Here's a 3d pointer function for you.



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KimoSabi
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Posted: 27th Apr 2005 23:04
ooo thx

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Nicholas Thompson
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Posted: 27th Apr 2005 23:10
When is the deadline for this challenge?

I'm working on mine at home (i'm at work right now ) but my hope is to get primitive AI working. I have AI that can navigate to each waypoint, but it doesn't take into account that planets are quite often in the way

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Tomu
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Posted: 28th Apr 2005 04:30
deadline is the 29th.

looking forward to seein your AI

all entries are very close at the moment.

i think the next challenge should be choosing a winner

Tomu


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Nicholas Thompson
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Posted: 28th Apr 2005 07:20 Edited at: 28th Apr 2005 07:21
Ok - latest tweaks.. BASIC AI now included..




What I'm working on now is planet avoidance (The remarked out code chunk in the AI section was attempt 1). The problem I'm having is that the INTERSECT command doesn't seem to be working :-(

The way I'm thinking now is:
If you can see the target
go for it..
else
Take the angle between you and the planet of the target,
figure out if 90 degrees left or right is closer to the target
aim 90 degrees left or right of the planet (based on above) at a radius of the same distance as the target


if that is done repeatedly, as you angle with the planet changes, you SHOULD hopefully end up with the target in sight and the planet avoided.. First thing is to figure out why the hell INTERSECT is being intermittent..

Its like 1 frame it does intersect, then the next it doesn't :-( Anyone got any idea's? Is the intersect command bugged or am I using it incorrectly? Basically I wanna take a line from the player position to the active target position and see if the planet is in the way.


EDIT: File attached

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RiiDii
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Posted: 28th Apr 2005 10:15 Edited at: 28th Apr 2005 10:18
Here it is. It looks like your sphere object number is an offset of the active target, but you don't offset the intersect command.



and later



So, just offset your Intersect Object object number with "+Sphere_Count+1"

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KimoSabi
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Posted: 28th Apr 2005 10:52 Edited at: 28th Apr 2005 10:54
Well I have done ALOT more with my game I didn't do much with graphics but added 3 different "Modes"

2 Player:
Don't want to spoil it

1 Player:
Well don't want to spoil this either

And the highest score I got so far with traditional was 4264 not bad huh

Well here is the code(just ask if some1 wants screenshots)



Plz comment and tell me if there are any bugs.

Good Luck,
Kimo Sabi

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RiiDii
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Posted: 28th Apr 2005 14:52
Like the new mode Kimo! The barriers often get missed by the bullet in that mode. You should try to find a way to make sure the bullet will hit even in that mode - or at fast speeds. You might want to check Intersect Object for that. Another option is right before you you check for a collision, increase the bullet size like by 5 times the original size (since you are moving the bullet 5), then check the collision, then return to the original size.

You should also really change any line with:

Quote: "Gosub Begin"

to
Quote: "Goto Begin"


It won't cause a bug any time soon, but you are creating a pointer stack with gosub that will never unstack, which eats up memory.

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Tomu
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Posted: 28th Apr 2005 16:13 Edited at: 28th Apr 2005 16:17
@kimo
Nice kimo very addictive gameplay and nice addition of the 2 player mode. im again not very good at playing any games so i only got about 2000pnts

@nicholas:

impressive gameplay also extremely addictive... TO LEARN TO CONTROL THE DAMN THING! great work with the introduction of the AI!

this is going to be an absolute nightmare to judge

Good work everyone

Tomu.


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Posted: 28th Apr 2005 17:11 Edited at: 28th Apr 2005 17:19
both versions of kimo's game run really slow on my computer.
and the blue lines all flash. i have to wait 45 seconds for the
first group of blue lines to come down.
is that the way it is on everyone's machine , and i'm
just impatient, or is there something in particular that's slowing
it down on mine? (i certainly get decent results with my own 3D creations)

@riidii:
it's so great seeing an accomplished programmer actually recomending GOTO
and for a good reason too! (all the snobs dis goto to death)
(i also haven't noticed a pointer when i replay your game...)

@nicholas:
your entry is awesome. you've really done well with the AI. sometimes
it's just as fumbling as me, and sometimes it knows exactly what it's doing...great! also nice little rocket exhaust.

i don't really have anything i want to change about my entry for this.
it's my idea, and anything i add would just make it harder...
and then i would smash my keyboard.

bob

http://astrumgames.com
completed games: Astrum Erus, Centipoid, Hero Of Garaven, WarpFlight, Higher Ground , Circular Breakout
Tomu
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Posted: 28th Apr 2005 17:34
sorry bob but im gonna be a little snob and dis the goto.

DO SNOB
i think that in the aforementioned situation, goto was better than gosub for stack reasons. but goto really is a nasty piece of work which should generally be avoided. i went through a stage of using them pre DB and then decided after reading a little to move to the more stable (perhaps not in DB) function calls.
END SNOB

in other news kimos code runs speedily enough on mine. im just checkin through the code now to see if i can see any reason for ur prob.

anyway. keep up all the gud work all

Tomu.


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Nicholas Thompson
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Posted: 28th Apr 2005 18:05
Goto is an absolutely fine command as long as its used with care and consideration. Its VERY usefull for skipping chucks of code, or sending the program counter to a different location.

The only problem with GOTO is when "nooby" people, or people with no consideration, use it. In that scenario, you get people gosubbing somewhere and goto-ing back.. or just generally not being carefull with it.

There is 0% problem with GOTO, but whenever there is a problem relating to its use, I can GUARANTEE its 100% the programmers fault

I appreciate the comments about my game - I'll look into that offset problem.. Not even sure why I'm adding 1!! But you could be onto something there.. It might be trying to intersect with the wrong target. The easiest way to test that might be to make it draw a line during the game for debugging!! That something I'll do tonight (after work, travel, cooking, eating, making a cup of really hot tea and possibly some other unforseen events )

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RiiDii
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Posted: 28th Apr 2005 18:22 Edited at: 17th Aug 2005 10:56
Okay - let's not hijack the thread with a goto vs. not goto discussion.
[Ignore what I just typed]
I didn't recommend goto because I approve of it's use, I recommended goto because I wanted to keep the answer short and sweet (so much for that ). I also checked the code to see if using goto would cause other stack problems. I didn't see any. Trust me - if I had, my recommendation would have been different. While I don't approve, I don't really care if someone chooses to use goto or not. If asked, I'll give my two cents. But really - use goto if you want; I'll still help. The world won't end (It ends on Friday when the Vogons make way for a hyperspace bypass).
[/Ignore what I just typed]

@ Ibol (is that "Eye Ball"?): The pointer is a thin "laser" line from the top of the mast to the next beacon. Anyone else not see/see it?

Edit: Doh! I forgot. Press the spacebar.


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Nicholas Thompson
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Posted: 28th Apr 2005 18:25
I saw it - works really well!!

I didn't see a trail though...

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Tomu
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Posted: 28th Apr 2005 18:57
the concept and usage behind goto is all fine. its just from a code maintenance point of view where it is GENERALLY frowned upon. but hey its just my opinion (plus that bloke who wrote that article once )

anyway cant wait for friday and HHG2TG marvin the sphere head!!!! woooo!!!

GOTO ignoreline

(im such a geek... i need a girlfriend surely thats what uni is all about )

// (/ignore this line like half of ridees post)

ignoreline:

Tomu.. (sigh)


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Posted: 28th Apr 2005 20:44 Edited at: 17th Aug 2005 10:57
Woohoo!

AI added at the loss of any real sleep tonight
The AI is most definately beatable. Not too tough at all, but will keep you moving and can be pretty fun to watch too.
Also added a trail.



@Nicholas. That is pretty darn fun! Without worrying about planet collision, I came up with the solution that just go really really really fast so that your ship exists everywhere at once and turn it sideways that is has a better chance of hitting the moons. Until then, that AI was kicking me!


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Nicholas Thompson
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Posted: 28th Apr 2005 21:10
lmao - yeah.. I might try to implement a maximum speed I did that techinique last night... Kinda felt like Cpt Picard when he says "Engage..." Hehe (Yes I'm a geek who is a trekkie )

This challenge is turning out to be a brilliant one

Good luck judging (Not that i'm trying to influence the judge at all )

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KimoSabi
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Posted: 28th Apr 2005 22:04
sry IBOL it takes up alot of mem but i went in and changed it and increased the FPS by around 100(on my computer it runs at around 600 fps)so here is a update for faster version(and fixed a few things when i was playing multiplayer)



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Tomu
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Posted: 28th Apr 2005 23:01
is it just me kimo or in the single player when you die and press space the ship does not regenerate and so you cant see ur ship or shoot anything! this was frustrating as all i want to do in life is shoot blue rectangles falling from space!!!!! you've ruined my life FOREVER!

on a lighter note. still a very nice and addictive engine! and the slight increase in fps is always nice

1 day left. deadline is tomorrow at 10pm GMT. after i get back from paying my accomodation fees! grrrrr.

so any last minute improvements or cash cheques to the judge. there is still time!

Tomu.


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Posted: 29th Apr 2005 02:45
ya i know tonight i will try to fix the respawn thing and i will also add some power-ups i hope your looking forward to it

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Tomu
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Posted: 29th Apr 2005 02:55
you have redeemed yourself with the generous suggestion of shooting rectagles AND powerups i cant wait

i (the judge) still havent recieved any cheques in the post. are you ALL so certain your going to win!?

Tomu.


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Posted: 29th Apr 2005 04:50 Edited at: 29th Apr 2005 07:45
Are you sure you didn't receive my cheque? It might be under one of my aliases: Nicholas Thompson, KimoSabe, Ibol (or Bob), Ric. Please check again. Thanks!

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Nicholas Thompson
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Posted: 29th Apr 2005 05:45
Hey!! Stop trying to steal my identity!! Hehe..

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Posted: 29th Apr 2005 07:46
lmao. pesky robot.

Tomu


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Posted: 29th Apr 2005 07:47 Edited at: 29th Apr 2005 07:48
ok - code update...

AI Now avoids planets!! (kinda..)
Changed the lighting effects.. Now looks kinda cool
Thruster produces light dependant on how much thrust you have
removed the numbering.. next target is random. This will mean if you know you cant make the next target, you dont "camp" by the one after
Misc Improvments..



I have changed the way I reference the target objects, but that hasn't fixed the intermittent intersect object problem. In the above version there is debugging code to show the AI's current target point if its avoiding a planet.. Problem is, its flickering on mine and I dont know why. It seems to sometimes only pick up an intersect object sucessfully every other frame :-(

Comments please

EDIT:
Oh yeah...
A beacon when the next target lights up

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Tomu
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Posted: 29th Apr 2005 07:58
Still VERY cool nicholas. luv the gfx, and the AI is really very cool!
nice use of lighting and style to achieve a pretty program. the gameplay isnt bad either!!!!!

Well done.

Keep the good work up all.

Tomu


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Posted: 29th Apr 2005 08:00
Hehe.. Cheers.. Now all I need to do is make a point to the game.. I'm thinking there is a countdown timer. Everytime you or the opponent gets a target, the timer gets +2s.. It normally takes more than 2s to get to a target, so eventually the clock will run out and you end up with either a win or a draw

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Location: Block C Flat 2 Room 8
Posted: 29th Apr 2005 08:10 Edited at: 29th Apr 2005 08:15
oh that would be a great touch

Any updates from anyone else cos nicholas is bringing out the guns here

Tomu

<edit> MWAHAHAAHAHA I GOT 900th POST!!!


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