screenshots of a tilebased terrain manager
-
- Greenskin
- Posts: 131
- Joined: Sun Dec 05, 2004 11:57 am
- Location: Germany, Greifswald
- Contact:
- jacmoe
- OGRE Retired Moderator
- Posts: 20570
- Joined: Thu Jan 22, 2004 10:13 am
- Location: Denmark
- x 179
- Contact:
- madmax
- Halfling
- Posts: 98
- Joined: Wed Nov 09, 2005 6:20 pm
- Location: Russia, St.Petersburg
- Contact:
-
- Halfling
- Posts: 78
- Joined: Thu Nov 18, 2004 6:35 pm
- Contact:
hey filopher, nice to see that your still on it. i also had a longer break due to exams and the lack of a 3d artist in my project.
my last implementation to your tile manager was the collision detection system ogreopcode that jacmoe is curryently working on (if i remember that right).
the pathfinding is indeed A* and supports different costs for movement for different tiles, based on pre given values like wood, road i.e. and also a check for meshes that may happen to block the tile. in the case of meshes i tried to generalise objects that a person could "step on" or "crouch under" like chairs and tables. i didnt want to pre definde those costs for chairs and tables like those from wood and road to keep it more dynamic for a dynamic enviremont that is planed to be implanted (i.e. blasting away a brick wall that scatters its bricks all of the tiles and deciding dynamicly wether the heap of bricks is to high to walk over) this rips the objects on the tiles away from the tile based surface they are standing on - im not yet sure if it will work out.the pathfinding also supports all 3 axes so you could find your way inside a multi leveled building i.e. . to be honest its more of a "teleport" system between multiple layers (levels) of tile maps. those teleport spots are determined dynamicly, so if your "player" manages to walk over heaps of bricks until he reaches a specific high he will enter the tile map one level above him (imagine some tiles with stairs on them, where entering the top most stair takes you to the next high level). this system might lead to redundant information (there might be a heap of bricks on floor level 0 that is that high that is overlaps floor level 1), im looking into that later .
it would be very kind if you could send me your actual tile engine code filopher. i think you said that you where planing to implement methodes to change skins, lightmaps and so on on your tiles. i would like to use that if i may. after implementation i will of course send you all my code to grap some usefull parts (if there are any ö).
hf coding !
my last implementation to your tile manager was the collision detection system ogreopcode that jacmoe is curryently working on (if i remember that right).
the pathfinding is indeed A* and supports different costs for movement for different tiles, based on pre given values like wood, road i.e. and also a check for meshes that may happen to block the tile. in the case of meshes i tried to generalise objects that a person could "step on" or "crouch under" like chairs and tables. i didnt want to pre definde those costs for chairs and tables like those from wood and road to keep it more dynamic for a dynamic enviremont that is planed to be implanted (i.e. blasting away a brick wall that scatters its bricks all of the tiles and deciding dynamicly wether the heap of bricks is to high to walk over) this rips the objects on the tiles away from the tile based surface they are standing on - im not yet sure if it will work out.the pathfinding also supports all 3 axes so you could find your way inside a multi leveled building i.e. . to be honest its more of a "teleport" system between multiple layers (levels) of tile maps. those teleport spots are determined dynamicly, so if your "player" manages to walk over heaps of bricks until he reaches a specific high he will enter the tile map one level above him (imagine some tiles with stairs on them, where entering the top most stair takes you to the next high level). this system might lead to redundant information (there might be a heap of bricks on floor level 0 that is that high that is overlaps floor level 1), im looking into that later .
it would be very kind if you could send me your actual tile engine code filopher. i think you said that you where planing to implement methodes to change skins, lightmaps and so on on your tiles. i would like to use that if i may. after implementation i will of course send you all my code to grap some usefull parts (if there are any ö).
hf coding !
- muppet
- Halfling
- Posts: 66
- Joined: Thu Jan 13, 2005 2:38 pm
- Location: UK
Very nice indeed!
ODE - Open Game Engine (OGE) - http://oge.dayark.com/
"Joy in looking and comprehending is nature's most beautiful gift"
"Joy in looking and comprehending is nature's most beautiful gift"
- irrdev
- Orc
- Posts: 420
- Joined: Sun Oct 15, 2006 7:30 pm
- Contact:
Just great!
This is great! Just what I (think) I need for my flight simulator! Keep up the good work!
FeedLaunch .NET RSS and ATOM feed editor- open-source and released under the GPL. Visit Feed Launch .NET Project Website hosted at sourceforge.net
-
- Greenskin
- Posts: 131
- Joined: Sun Dec 05, 2004 11:57 am
- Location: Germany, Greifswald
- Contact:
Thanks for your comments. Unfortunately I'm very busy at the moment. I've finished my exams a few months ago and I'm now working at a german university as a researcher. I did not code anything in the last few months. However, I'm trying to revive the code-black project in the next weeks and I hope that there will be progress soon again.
- rogerdv
- Gnome
- Posts: 351
- Joined: Fri May 09, 2003 10:43 pm
- Location: Cuba
- x 1
- Contact:
-
- Gnoblar
- Posts: 7
- Joined: Fri May 30, 2008 10:58 pm
- Location: Los Angeles
- Contact: