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Re: What are you working on? [Re: Quad] #437171
02/11/14 12:05
02/11/14 12:05
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
I was fed up with editor and shader stuff, so now dealing with my RTS babies again. reworked the main character update loop, and started to make some simple debug tools showing actual state, order, path, selection, AI processing time in ms etc. very far from ready.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #437181
02/11/14 15:15
02/11/14 15:15
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
How does it look/ work when you try to send your troops through a 3-4 tile choke or when one half of the squad moves against an obstacle?


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

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Re: What are you working on? [Re: Superku] #437249
02/12/14 23:56
02/12/14 23:56
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
Greenhouse (Just missing some vegetation!)
Ignore the shading issues, just baked AO in Blender and edited a bit in Gimp!



Feedback?!

regards Sebastian


Tutorials:
[Blender]Terrain creation ENG/GER
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Re: What are you working on? [Re: rvL_eXile] #437250
02/13/14 00:32
02/13/14 00:32
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

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Germany
@rvL_eXile
Great. Somehow creepy. Like in Silent Hill. ^^


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
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Re: What are you working on? [Re: rayp] #437251
02/13/14 01:46
02/13/14 01:46
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
here with vegetation (no shading!)
Next Image will be made out of an engine...



Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: What are you working on? [Re: Superku] #437254
02/13/14 08:05
02/13/14 08:05
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
Originally Posted By: Superku
How does it look/ work when you try to send your troops through a 3-4 tile choke or when one half of the squad moves against an obstacle?


just debugged this part yesterday laugh groups now go through without problem even if arriving at the same time to the 3 tile wide, 7 tile long gate. the screen shows an A* seqarch of the main group leader (non examined black, closed list red, open list blue):


the full system is basically very complex, tasks are spread over a few frames resulting in a balanced load, and related both on pathfinder and movement parts (I had to draw by hand several flow-charts to get it work). I use a hierarchical pathfinder consisting of 2 parts:

1) the group searches a path only among clusters (actually 8x8 tiles for terrain, but varies after terrain decomposition, and in case of buildings. in Company of Heroes they use 10x10, it is very game dependent).

2) the tile pathfinder is simple: if the straight move path check fails, the 1st row uses an A* like thing towards next cluster middle. others only follow the one is assigned to them as sub-leader. on the picture you can see the search area, it is not big. in case of leaders if pathfinding fails, they use another search ignoring other units to avoid to be got stuck. it leads of course to collisions. (this basic group formation and target finding system will be totally rewritten to be more effective and to show visually better group cohesion)

thus in the movement part as a quite new feature, I implemented a push/bounce collision system, which works surprisingly performcance effectively, utilizing simply c_move (I was unable to do it with PhysX). collision length is measured for each unit, and handled in multiple stages. they can repath after a certain frames, or if everything goes wrong finally they can ignore other unit collisions, but it is a very rare situation so nearly never visible. and there are some counters measuring if a unit is got stuck, then they are not allowed to search a new path in every frames to avoid high CPU load.

later I can make a video, but there are some issues with accessing 2nd building floor (that was okay in past so back to backups again...). I have to work on more visual debugging tools as they make the work much easier and faster. and afterwards, I'll rewrite the army/group/unit/entity structs to be flexible and really game ready. it will be a heavy job, but I have a nice road-map with exact plans, like potential map creation for AI decision making etc. laugh


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #437264
02/13/14 12:23
02/13/14 12:23
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Still not convinced by a c_move (movement) approach but otherwise, very cool! I'd be interested in a video of a group of units moving through the gate (and accessing the 2nd floor would be cool, too, if you manage to fix it)!

EDIT: @rvL_eXile: The greenhouse looks pretty cool. Only some broken windows look a little weird, I don't think that glass breaks like for example in the first shot the window with the oval shaped hole. I could be mistaken, though, and it may depend on the glass.

Last edited by Superku; 02/13/14 12:26.

"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: What are you working on? [Re: Superku] #437300
02/13/14 22:14
02/13/14 22:14
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
Rendered Screens:


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: What are you working on? [Re: Superku] #437333
02/14/14 10:09
02/14/14 10:09
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
Originally Posted By: Superku
Still not convinced by a c_move (movement) approach but otherwise, very cool! I'd be interested in a video of a group of units moving through the gate (and accessing the 2nd floor would be cool, too, if you manage to fix it)!

thanks okay I'll make a short video maybe next week. the floor bug is just fixed a few minutes ago, beside some other wrong helper functions...

I decided beside c_move after checked again some Total War games, where there is apparently no exact unit pathfinding, only a group level potential field, and a formation keeping potential field for units, so units simply push away other units when groups are going through each other. this is why you can see many pathfinding problems, which is lowered at gates and towers/walls, where they use probably a different, maybe a hardcoded movement. I can use this approach until I find it effective (very short collisions).


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #437335
02/14/14 11:31
02/14/14 11:31
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
WIP Utility Pole:


feedback? Come on guys...


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


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