336 reputation
14
bio website const.me
location Tivat, Montenegro
age 32
visits member for 4 years, 1 month
seen Sep 9 at 16:43

Feb
15
comment 3D pathing finding with flying
IMO, most research articles about truly 3D pathfinding were written for the needs of robotics – they have very strict requirements on the quality of the algorithms, and like videogames, controllers for robots must work in realtime. Or maybe it’s just my subjective POV (disclaimer: long time ago I did a lot of R&D with ABB IRB-140 robot).
Feb
15
comment 3D pathing finding with flying
those methods are mostly used in real life not games, the keywords for google might be e.g. "autonomous pathfinding". Many approaches to pathfinding use graphs, but those graphs has nothing with regular grid of any kind, instead they're build with complex algorithms from the input geometry, e.g. take a look: doclib.uhasselt.be/dspace/bitstream/1942/1158/1/… - only 4 pages out of 60 are devoted to graph algorithms, the rest is about "how to build those graphs from the geometry" and "how to postprocess the path found".
Feb
15
comment Can you suggest ways to store and track lots of objects in a turn based strategy game?
Sorry, I don't know nothing 'bout your gameplay, and I'm afraid I can't answer your precise question. The general answer - if you usually only need to access the subset of your objects, think about the container for them, that already aware of that subsets, and can return you the subset you need without iterating through all of them. It could be some complex spacial-aware container, or array sorted by some criteria, or list ordered by some criteria, or hashmap with some key, or some (e.g. Red-Black) tree with some key, etc - whichever fits best..
Feb
15
comment 3D pathing finding with flying
@Byte56, that's fine, I only wonder why didn't you also remove the portion of the original post where the TS asks for the services? :-)
Feb
15
comment 3D pathing finding with flying
I never said anything about what approach I will use for the problem, because the TS did not respond to my questions below. I can imagine a gameplay where every moving object is of different size, and for every 2 objects there's a hole in the level geometry through which only one of the objects can pass through. Obviously, your beloved graph algorithms will require heavy modifications to be useful for such game. Of course I know how the pathfinding is traditionally implemented in the 3D shooters: by using 2D algorithms. It may or may not suit the needs of the TS.
Feb
15
awarded  Commentator
Feb
15
comment 3D pathing finding with flying
If you think the cells are too large here, I can assure you unless your cells are infinitely small (for which you need infinite RAM and CPU), I can come up with an example of the A* failure that leads to totally different path found (keep in mind not only start and end points are in the continuous 2D space, but obstacles as well).
Feb
15
comment 3D pathing finding with flying
see this: const.me/tmp/a-star-fail.png A graph algorithm (thick lines): yellow=3+sqrt(2) = 4.41, orange=1+2* sqrt(2) = 3.83, orange is shorter A geometry-based approach (thin straight lines): green= sqrt(5)+sqrt(2)=3.65, red= sqrt(5)+2=4.24, green is shorter.
Feb
15
answered Can you suggest ways to store and track lots of objects in a turn based strategy game?
Feb
15
comment 3D pathing finding with flying
Using this approach, you can only find some path. You can't find the shortest one, you can't impose any constraints on the trajectory, and you suppose the moving object is a zero-size dot. Graph algorithms only work on finite graphs. Even for the much simpler 2D case, when unit can move freely, another methods are usually better, e.g. check out this lecture that mentions some basic methods: userpage.fu-berlin.de/mtoussai/teaching/10-robotics/…
Feb
15
comment 3D pathing finding with flying
Flagged. The answer to the question asked by the topic starter - "Unless your scene is trivial, what you're asking is impossible to achieve in realtime game even on a modern quad-core PC". On the screenshots of Havoc demo posted above you can see many tradeoffs for performance: scene is small, instead of using input geometry some intermediate data is used for pathfinding, navigation volume is small and inaccurate so that voxel data completely fits in CPU cache, etc.
Feb
15
answered 3D pathing finding with flying
Aug
22
comment Loss of texture detail in XNA (Banding 16 bit issue)
OK, thanks anyway. I think we'll go live anyway, and listen to the user's feedback :-) OTOH, Wikipedia's article "Windows Phone version history" says "32 bit color support for Silverlight applications with hardware dithering", unfortunately I was unable to google any evidence for/against that..
Aug
20
comment Loss of texture detail in XNA (Banding 16 bit issue)
Lavinski, could you please tell me what models don't support 32 bits? Or where you get that information? I'm currently developing an app (almost finished), and our designer created a UI that needs full-color display to look good :-(
Aug
18
comment Updating code at runtime, without recompiling
Another way would be use normal virtual machine for either parts of the game (e.g. Unity3D engine) or the complete game (XNA).
Aug
18
answered Loss of texture detail in XNA (Banding 16 bit issue)
Jul
25
comment Maintain performance and precision with a large vertex buffer?
To store a grid, you can use a hashmap, where key is 2d or 3d vector of integers, and value is the list of contained objects. This way empty grid cells consume no RAM at all, regardless on how large the grid is. See my demo here: const.me/articles/bubbles
Jul
25
answered Help retrieving/sending data to/from a server on iOS (C#, Mono, .Net)
Jul
4
answered Game thread, render thread, animation/inverse kinematics, and synchronization
Nov
15
awarded  Yearling