BlueRaja - Danny Pflughoeft

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3,547 reputation
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bio website blueraja.com/blog
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visits member for 2 years, 8 months
seen 15 hours ago
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May
15
comment How to prevent the “Too awesome to use” syndrome
@BenjaminDangerJohnson: Yeah, that worked real well for the rocket launcher in RE4 (which took up half my inventory space, but I kept hoarded in my inventory anyways until the final boss fight, where it was useless because you get another rocket launcher anyways)
May
1
comment AI for mass battles in Unity
Do you know how to script in Unity? Do you know the basics of writing AI? Do you know the basics of writing AI in Unity? Are you looking for a path-finding algorithm? Obstacle-avoidance? Optimization tips for handling that many units? The broadness of this question tells me you're not even sure yourself what you're asking for - I would say, try it yourself, and when you get stuck and encounter an actual problem, come back here and ask us. Voting to close.
Apr
26
comment How to add a feel of depth?
See also
Apr
25
comment Partially observable game map — is A* appropriate?
Highly relevant. Understanding D*-lite is simple once you understand LPA* (the algorithm D*-lite is based on), but LPA* itself is fairly complex. So, if you plan on actually implementing D*-lite, the paper on LPA* would be the place to start (assuming you already understand A*, that is)
Apr
15
comment Is Minecraft component-based?
It's obfuscated though. There is however a deobfuscator made specifically for Minecraft, called MCP.
Apr
9
answered Top Down bounds of vision
Feb
26
revised Is nVidia's CUDA suited to performing pathfinding calculations?
added 115 characters in body
Feb
25
comment A* for non grid network
A* uses a heuristic, but it is not itself a heuristic. Like Dijkstra or Floyd, it is an algorithm for solving the shortest path problem, and it is guaranteed to return the correct result as long as the distance-heuristic it uses is admissible.
Feb
25
comment A* for non grid network
@Panda: I define an algorithm as "working" if it produces the correct result, not just any result.
Feb
24
comment A* for non grid network
You forgot to mention the most important part of the heuristic: It must never overestimate the distance between two points.
Feb
23
awarded  Nice Answer
Feb
16
awarded  Nice Answer
Feb
8
comment How are old games levels made?
Writing an entire video game in assembly already requires a lot of imagination and work ;)
Jan
10
revised How to make my characters turn smoothy while walking on a path(list of coordinates)?
added 23 characters in body
Jan
8
comment How to determine that nodes in Grid Graph are unreachable before applying pathfinding?
Note that Kevin is suggesting doing this once when your map is loaded, not every time you want to find a path.
Jan
8
comment How to determine that nodes in Grid Graph are unreachable before applying pathfinding?
Related: gamedev.stackexchange.com/questions/32813/…
Jan
3
answered How to make my characters turn smoothy while walking on a path(list of coordinates)?
Dec
18
comment Should pathfinder in A* hold closedSet and openedSet or each object should hold its sets?
Adding a "PathFinder" interface really doesn't require any extra time... Also, a note for OP: quite often the ClosedSet doesn't actually exist; the developer will instead add a HasBeenVisited property to the Node class.
Nov
16
answered Influence Maps for Pathfinding?
Sep
20
answered XNA RTS A* pathfinding issues