Search found 80 matches
- October 2nd, 2017, 3:11 pm
- Forum: Everything
- Topic: JARTS - (j)ust (a)nother (r)eal (t)ime (s)trategy game
- Replies: 27
- Views: 12445
Re: JARTS - (j)ust (a)nother (r)eal (t)ime (s)trategy game
After countless hours of trying and failed attempts I have reached an acceptable state of my path planning / path following. It is still not perfect, but by far best of the last 2 weeks. The current status can be found in the master branch. Looking forward to work on more enjoyable stuff next, like ...
- September 29th, 2017, 5:26 pm
- Forum: Everything
- Topic: JARTS - (j)ust (a)nother (r)eal (t)ime (s)trategy game
- Replies: 27
- Views: 12445
Re: JARTS - (j)ust (a)nother (r)eal (t)ime (s)trategy game
At the moment I am experimenting with some ideas from the book "The Nature of Code" by Daniel Shiffman, which is available online: http://natureofcode.com/book/ I have implemented some stuff from chapter 6 (autonomous-agents) and the result looks really nice! Maybe I will integrate it into my game. ...
- September 26th, 2017, 9:48 pm
- Forum: Everything
- Topic: Indexing Issue
- Replies: 7
- Views: 2617
Re: Indexing Issue
You need to change both things, there is no first or second solution. Try it out, it should work.
- September 26th, 2017, 5:34 pm
- Forum: Everything
- Topic: Indexing Issue
- Replies: 7
- Views: 2617
Re: Indexing Issue
Ok, I think I found the bug. First of all you should increment your index after you call moveTo in the registerEnemy function: if( index < maxEnemy ) { std::uniform_int_distribution<int> yDist( 0, Graphics::ScreenHeight - 30 ); enemy[ index ].moveTo( Graphics::ScreenWidth, yDist( rng ) ); index++; }...
- September 26th, 2017, 5:05 pm
- Forum: Everything
- Topic: Indexing Issue
- Replies: 7
- Views: 2617
Re: Indexing Issue
Ok, I have added another drawRect function to check your code. So what exaclty is your problem? is it that "blinking" rectangle?
- September 26th, 2017, 4:56 pm
- Forum: Everything
- Topic: Indexing Issue
- Replies: 7
- Views: 2617
Re: Indexing Issue
Hey Empirean. Which repository did you clone? I cannot find the DrawRectDim function (neither in chili_framework nor in sprite).
- September 22nd, 2017, 11:34 pm
- Forum: Everything
- Topic: JARTS - (j)ust (a)nother (r)eal (t)ime (s)trategy game
- Replies: 27
- Views: 12445
Re: JARTS - (j)ust (a)nother (r)eal (t)ime (s)trategy game
Thx Chili! I have implemented something similar. This is the first try (after several fails), which does at least partially work. Avoiding standing units is ok. Moving a group at once has problems. Dog piling could be reduced :). I am really happy, that the first step in the multi agent path plannin...
- September 22nd, 2017, 6:06 am
- Forum: Everything
- Topic: (A)rtificial (I)ntelligence?
- Replies: 3
- Views: 1841
Re: (A)rtificial (I)ntelligence?
Not yet, as far as I know... But I would also like to see something like this.
- September 21st, 2017, 10:12 pm
- Forum: Everything
- Topic: JARTS - (j)ust (a)nother (r)eal (t)ime (s)trategy game
- Replies: 27
- Views: 12445
Re: JARTS - (j)ust (a)nother (r)eal (t)ime (s)trategy game
Today only some graphical improvements (unit_improvements branch):
- added own mouse cursor
- added mouse-over-unit blinking
- highliting units inside selection rectangle
- removed white outlines from tank sprites and some small bugs
Still thinking about multi-agent path finding...
BR
Slevin
- added own mouse cursor
- added mouse-over-unit blinking
- highliting units inside selection rectangle
- removed white outlines from tank sprites and some small bugs
Still thinking about multi-agent path finding...
BR
Slevin
- September 20th, 2017, 9:09 pm
- Forum: Everything
- Topic: JARTS - (j)ust (a)nother (r)eal (t)ime (s)trategy game
- Replies: 27
- Views: 12445
Re: JARTS - (j)ust (a)nother (r)eal (t)ime (s)trategy game
Dogpile! :D The hand-drawn terrain looks pretty sweet. Gotta get rid of those outlines on the thanks though :lol: All-in-all, looking good bro ;) Thx bro! The "dogpile" thing is really a big issue. Dont know how to tackle it yet. The simple A* path finding is more a single agent thing. Will need so...