Search found 80 matches

by SlevinKelevra
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 ...
by SlevinKelevra
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. ...
by SlevinKelevra
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.
by SlevinKelevra
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++; }...
by SlevinKelevra
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?
by SlevinKelevra
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).
by SlevinKelevra
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...
by SlevinKelevra
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.
by SlevinKelevra
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
by SlevinKelevra
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...