I just wrote an entire greedy search algorithm in MMF for the node pathfinding in this game. Its extremely flexible and I might post it open source as an example for people who want to do AI in shooter games and whatnot. I just hope that whoever I pair up with in the next round has good drawing skills and likes to work together, because I realized my sprites are ugly as can be
I'm good with drawing backgrounds, but not with drawing people. Anything except for people. Anyone have any idea how Xavi would be a cameo in my game, because I know nothing about him besides his game B-bot.
sweet jebus things that are easy in C are so difficult in klik, yet things in klik are difficult in C. I've nearly killed my project by trying to do a recursive algorithm in fastloops, I had to limit it to a certain search depth or the whole thing would die.
nope. its all easier in C lol. fastloops are teh suck in klik. mmf kills my isometric engine after maps larger than 2000cubic tiles. my original c++ version handled 10000+ cubic tiles. both with map clipping.
are you making sure to optimize to only display on-screen stuff, and then doing collisions/movement/pathfinding directly from the array values instead of active objects? gridquest could use infinite sized maps because all I ever displayed was the 9x9 tiles onscreen, and anything that could ever need to know a position offscreen dug it directly from the .INI array.
Recursion seems to be my problem right now. I have a depth-first search algorithm for finding the shortest path for my AI construct through a series of nodes, but for each level of the search I had to copy/paste a loop, so if it ever exceeds a depth of X it will just be naive and take that path to nowhere
um, what happens if I try calling a fast loop from inside itself? I don't know what would happen when I wanted to terminate it and etc.
well my next idea is to clip the actual rendering of the map from the array. but yes. everything that needs to be onscreen IS only rendered. a 25x25 tile map. doesnt fill the screen. it also has z depth so its a triple loop.
loop y for 25 loops
-loop x for 25 loops
--loop z for (depth)# of loops.
im using backdrops instead of actives cause a 25 by 25 isometric map is 625 actives minimum not counting any objects on a higher z.
i also cant get rendering to work on the overlay object right, or use it with layers. i could probably work it out but its too much work for something ive already done in c++.