Ambient NPC Population

Ambient NPC Population, a continuation of an idea ...

Monday, 30 August 2010

Attack of the Killer pathfinding butterflies!

Just a little bit of fun with A* pathfinding using Blitzmax and Leadwerks, and some Butterfly/Insect AI I had been working on. ...

Sunday, 29 August 2010

A* Pathfinding Using Blitzmax And Leadwerks Engine

Following on from: On The Right Path, A* Pathfinding In Leadwerks. The Way Forward ... Making Blitzmax Trax ... I decided to give the testing a few more hours. First off I wanted to create a new NPC Type which would have its own control flags and most importantly its own path storage buffer. After a little thinking (a little thinking is what I excel at lol) and a few hours of coding and tweaking, I managed to get 32 new NPC Types all pathfinding their individual way around "BlocksVille". For those interested I will try and get a demo.exe up later onto the showcase thread: Pathfinding With A* Demo now added: Hide And Seek Demo...

Monday, 23 August 2010

The Way Forward ... Making Blitzmax Trax ...

Following on from "On The Right Path, A* Pathfinding In Leadwerks" I thought before I archive the code, I'd have a little "dabble" with a basic function to get an NPC reading the path data and then following it to the "target" I had a couple of ideas on how to do this but as time for playing in leadwerks was running out I opted for a basic idea. 1. Target Position Selected 2. Path from NPC to selection calculated. 3. Path transfered to a temp storage array for that particular NPC 4. An NPC Pilot reads that data. 5. NPC follows the pilot. Think of the "pilot" as the plastic stick thing on the underside of a scaletrix car .. it follows the groove...

Friday, 20 August 2010

On The Right Path, A* Pathfinding In Leadwerks.

Well, it has been a while since I made a blog entry, let alone done any work in LE. But I do keep an eye on the forum and Leadwerks in between Daily life and working on my project(s). I have also been going through my Blitzmax code archive, where I stored all my Blitmax/LE projects and code snippets (finished and not completed). One idea I had been playing with before, was basic NPC AI. I had some small success with some Bugs using autonomous logic. See Here In my "treasure trove" of unfinished and messy development code I found what was going to be the next step (for me) with AI functionality. The dreaded "pathfinding". I have read that...

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