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Re: What are you working on? [Re: HeelX] #392604
01/24/12 20:58
01/24/12 20:58
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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@Losticmate :
Do you really need facial animations ?
I avoid that , i have some RPG in mind , i already know that i'll just put big pictures of 2D drawn faces for dialogs,
with the good expression instead of going 3D ont that part.

Yes that's lot of work, perhas you can find good tutorials on internet ?
Some 3D engine have some morph feature, but no one use them !

Re: What are you working on? [Re: ratchet] #392609
01/24/12 22:03
01/24/12 22:03
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Looks neat HeelX!


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Re: What are you working on? [Re: Joozey] #392622
01/25/12 05:01
01/25/12 05:01
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
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Rondidon  Offline
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Posts: 2,183
Germany, BaW�
@HeelX: Have you ever thought of applying to a job on Conitec once your tool is finished? I mean, seriously, you`re the perfect man for the job. You`re very tough at Gamestudio programming, disciplined, not that expensive because of your age and Conitec can need some extra developers.
I personally don`t think that JCL will contact you per PM and ask you for a job. But maybe with a written application you`ve got a chance.

Re: What are you working on? [Re: Rondidon] #392626
01/25/12 07:01
01/25/12 07:01
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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Thanks for your kind words, really appreciated. I can't foresee the future, but I will start thinking about what to do once I am half through finishing my degree around summer --- and game development is always my beloved option #1, if I can live from that smile

Last edited by HeelX; 01/25/12 07:01.
Re: What are you working on? [Re: HeelX] #392633
01/25/12 09:51
01/25/12 09:51
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
@HeelX, great job, that procedural sea-wall thingie is a really neat idea.

I also had fun with terrain editing, brush based vertex manipulation and setting hull and normals is okay, but I'm too stupid for the SDK (and absolutely have no time to dig into that deeply). I simply use the .dll what Widi used in his terrain deformer, but it works perfectly only in A7 compilation, in A8 the first chunk remains unchanged somehow (and unfortunately Widi couldn't help me)... fortunately in my editor saving/loading a vertex modifier array has its role beside direct storage in hmp.



moreover, as a relaxation, I'm experiencing with hierarchical pathfinding taking into account different unit sizes and movement capabilities (atm building up the necessary database):




Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #392638
01/25/12 10:58
01/25/12 10:58
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Looks good. I think the colors indicate the distance-parameter for the objectsize in the pathfinding.

Since you have quite a large grid, try to make "LOD" stages for the pathfinding.
Where you make one or more less detailed pathfinding-grid-overlayers, with a lower resolution.
(for example: 1 field=4 lower grid fields, make it passable only when
ALL of the lower grids fields are passable)

So for a distant search, the pathfinder would first look for
the rough open area-connections, and then go one level deper in finding
the exact way. (keeping inside the found path-fields of the "over"grid)

Re: What are you working on? [Re: Damocles_] #392647
01/25/12 13:07
01/25/12 13:07
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
yes, I do something like that, to achieve group movement, briefly:

all is done within my MapBuilder editor (without manual settings required): 10x10 tiles form a default area (called as cluster), which are automatically subdivided when they contain some homogeneous sub-areas, like an impassable high slope abyss, or water, or badly walkable hill or swamp. Each area move cost is also calculated, and real passability checked too, and stored. It will be used for the high level pathfinding, thus in case of 500x500 tiles, the area array consists of approx. 50x50 clusters = 2500 elements. it can be searched fast enough by A*, taking into account move cost, and later some additional AI influence too.

The tile passability is based on calculated maximum unit size (shown in the picture by different coloured squares) depending on 4 different unit capabilities at the moment, by measuring terrain hight and slope data, plus obstacle data updated periodically, plus moving unit data updated frequently. Each units within a group will do its own, low level pathfinding in small tile arrays, using a faster (but more stupid) solution than A*.

Now I'm ready with these data structures, plus the A* array systems, plus I have the 2 pathfinder algorithm to be used (should be altered a bit of course). What is next is group order and unit behaviour system to be implemented... I realized that making pseudo codes is useful and fun, but requires a lot of chocolate laugh


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #392921
01/29/12 17:21
01/29/12 17:21
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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Posts: 6,904
Playing arround with cluster-algorithms; I want to cluster a generated set of points into equal clusters to procedurally bake (later) trees as batches into big models instead of placing one entity for each tree (for good reasons). I am not yet done, though:



Re: What are you working on? [Re: HeelX] #392930
01/29/12 18:41
01/29/12 18:41
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
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Posts: 1,218
Germany
@HeeIX: looks very interesting. Can you explain it a bit further, for example where do you need it explicitly, or what are you going to do with it at the end?


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: What are you working on? [Re: Rackscha] #392931
01/29/12 18:46
01/29/12 18:46
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Nice HeelX. I get stap 2 and 3, but how did you get step 1 to be that beautifully randomly clustered? tongue


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