| bio | website | blueraja.com/blog |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 2 years, 8 months |
| seen | 15 hours ago | |
| stats | profile views | 407 |
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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) |
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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. |
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Apr 26 |
comment |
How to add a feel of depth? See also |
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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) |
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Apr 15 |
comment |
Is Minecraft component-based? It's obfuscated though. There is however a deobfuscator made specifically for Minecraft, called MCP. |
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Apr 9 |
answered | Top Down bounds of vision |
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Feb 26 |
revised |
Is nVidia's CUDA suited to performing pathfinding calculations? added 115 characters in body |
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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. |
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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. |
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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. |
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Feb 23 |
awarded | Nice Answer |
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Feb 16 |
awarded | Nice Answer |
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Feb 8 |
comment |
How are old games levels made? Writing an entire video game in assembly already requires a lot of imagination and work ;) |
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Jan 10 |
revised |
How to make my characters turn smoothy while walking on a path(list of coordinates)? added 23 characters in body |
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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. |
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Jan 8 |
comment |
How to determine that nodes in Grid Graph are unreachable before applying pathfinding? Related: gamedev.stackexchange.com/questions/32813/… |
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Jan 3 |
answered | How to make my characters turn smoothy while walking on a path(list of coordinates)? |
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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. |
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Nov 16 |
answered | Influence Maps for Pathfinding? |
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Sep 20 |
answered | XNA RTS A* pathfinding issues |