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  • how do I set quad buffering with jogl 2.0

    - by tony danza
    I'm trying to create a 3d renderer for stereo vision with quad buffering with Processing/Java. The hardware I'm using is ready for this so that's not the problem. I had a stereo.jar library in jogl 1.0 working for Processing 1.5, but now I have to use Processing 2.0 and jogl 2.0 therefore I have to adapt the library. Some things are changed in the source code of Jogl and Processing and I'm having a hard time trying to figure out how to tell Processing I want to use quad buffering. Here's the previous code: public class Theatre extends PGraphicsOpenGL{ protected void allocate() { if (context == null) { // If OpenGL 2X or 4X smoothing is enabled, setup caps object for them GLCapabilities capabilities = new GLCapabilities(); // Starting in release 0158, OpenGL smoothing is always enabled if (!hints[DISABLE_OPENGL_2X_SMOOTH]) { capabilities.setSampleBuffers(true); capabilities.setNumSamples(2); } else if (hints[ENABLE_OPENGL_4X_SMOOTH]) { capabilities.setSampleBuffers(true); capabilities.setNumSamples(4); } capabilities.setStereo(true); // get a rendering surface and a context for this canvas GLDrawableFactory factory = GLDrawableFactory.getFactory(); drawable = factory.getGLDrawable(parent, capabilities, null); context = drawable.createContext(null); // need to get proper opengl context since will be needed below gl = context.getGL(); // Flag defaults to be reset on the next trip into beginDraw(). settingsInited = false; } else { // The following three lines are a fix for Bug #1176 // http://dev.processing.org/bugs/show_bug.cgi?id=1176 context.destroy(); context = drawable.createContext(null); gl = context.getGL(); reapplySettings(); } } } This was the renderer of the old library. In order to use it, I needed to do size(100, 100, "stereo.Theatre"). Now I'm trying to do the stereo directly in my Processing sketch. Here's what I'm trying: PGraphicsOpenGL pg = ((PGraphicsOpenGL)g); pgl = pg.beginPGL(); gl = pgl.gl; glu = pg.pgl.glu; gl2 = pgl.gl.getGL2(); GLProfile profile = GLProfile.get(GLProfile.GL2); GLCapabilities capabilities = new GLCapabilities(profile); capabilities.setSampleBuffers(true); capabilities.setNumSamples(4); capabilities.setStereo(true); GLDrawableFactory factory = GLDrawableFactory.getFactory(profile); If I go on, I should do something like this: drawable = factory.getGLDrawable(parent, capabilities, null); but drawable isn't a field anymore and I can't find a way to do it. How do I set quad buffering? If I try this: gl2.glDrawBuffer(GL.GL_BACK_RIGHT); it obviously doesn't work :/ Thanks.

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  • Assets.getBytes returns null in test environment

    - by ashes999
    I'm using the latest Haxe (2.10), NME (3.4.3), and MUnit. I've written some unit tests that need to fetch bitmap data from SWF symbols. The first step is to actually load the SWF data. To do this, I use NME's getByteArray along with the swf library, like so: var blah:SWF = new SWF(Assets.getBytes("assets/swf/test.swf")); The call to Assets.getBytes returns null when I'm running this under MUnit. When running my actual game code, I'm able to get the byte array (and consequentially, instantiate the SWF class). Am I doing something wrong? What am I missing? Edit: My directory structure is: . (root .\assets .\assets\*.png (other images) .\assets\swf\*.swf (SWFs) .\Source\*.hx (source code) .\Test\*.hx (tests)

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  • Best practice for designing a risk-style board game

    - by jyanks
    I'm just trying to figure out how to set up the code for a game like risk... I would like it to be extensible, so that I can have multiple maps (ie- World, North America, Eurasia, Africa) so hardcoding in the map doesn't seem to make a whole lot of sense I'm a bit confused on how/where items should be stored/accessed. Here are the objects I see the game theoretically using: -Countries/Territories -Cities (Can be contained within territories) -Capitols -Connections -Continents -Map -Troops At the moment, I feel like: -A map should have a list of continents and countries. The continents would be more of a 'logical' thing where the continents would just be lists of countries that are checked for bonuses at the start of turns -Countries should have a list of countries that they're connected to for the connections What I can't figure out is: Where do I store the troops? Do I have an object for every single troop or do I just store the number of troops on a country object as an integer? What about capitols and cities? Do those just have a reference to the country they reside in? Is there anything I'm not seeing here that's going to screw me over in the long run with the way that I'm thinking about things now? Any advice would be appreciated.

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  • Tiny Wings - Placing items

    - by Federico
    I'm currently developing a Flash game like 'Tiny Wings'. I have a lot of work done, but i'm currently working on placing the items ( coins and obstacles ) on the terrain. My player it is moving on a auto-generated terrain (based on Emanuele Feronato's tutorials) so every time the player's x position is greater than (screenWidth + x) another hill is generated and so on. I'm currently having problems placing the items in a correct angle and put 5 or more items together on a hill. Could you please help me with this? Thanks, Regards. PS: This is the URL to the Emanuele Feronato post and the code to make the hills http://www.emanueleferonato.com/2011/10/04/create-a-terrain-like-the-one-in-tiny-wings-with-flash-and-box2d-%E2%80%93-adding-more-bumps/

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  • How to do Cross Platform in own Engine? [on hold]

    - by Mineorbit
    At the Moment I finished the first game with my game engine(if I wanna call it like that) which is based in LWJGL. Now i'm worring if I could do crossplattforming in my engine. I build me a tool tool with a batch file to compile my project dir into an .exe . At first i'm looking to do it on Android with an comparable batch file. An link for an tutorial would be awesome! At next place there would be an renderer and audiosystem. If read that theres an OpenGL ES renderer, and I allready played a bit around with the Android SDK. But I use the Texture and Audio class in slick-util. So I thought about creating OOP classes that carry around the data and load it in an platform specific Buffer. A Link for an equaly easy-to-use Texture or Audio class would be awesome! Thats all for now! Answers would be awesome! Thanks, Mineorbit!

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  • Artist, Looking to lean how to program games, where do I start? [on hold]

    - by Christopher Hindson
    I have bean an artist for many years now I am very comfortable with using Photoshop and Flash but I want to learn how to but together my own games, I bean doing my own research into this and at the moment I am at little bit stuck on witch direction to go down. So my question is witch programming language should I learn? I have already bean looking into this what i understand is that Gamemaker with its built in language (GML) is one of the most friendly to people who are new to the game making world. I have played around with this program and was pretty happy with it but I want more also you can use Unity with language such as C and javascript and then games built with Java witch looks interesting. One more thing before you send your answer in at this moment in time I would only be able to make 2D game but 3D isn't out of the picture.

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  • Facebook Game database design

    - by facebook-100000781341887
    Hi, I'm currently develop a facebook mafia like PHP game(of course, a light weight version), here is a simplify database(MySQL) of the game id-a <int3> <for index> uid <chr15> <facebook uid> HP <int3> <health point> exp <int3> <experience> money <int3> <money> list_inventory <chr5> <the inventory user hold...some special here, talk next> ... and 20 other fields just like reputation, num of combat... *the number next to the type is the size(byte) of the type For the list_inventory, there have 40 inventorys in my game, (actually, I have 5 these kind of list in my database), and each user can only contain 1 qty of each inventory, therefore, I assign 5 char for this field and each bit of char as 1 item(5 char * 8 bit = 40 slot), and I will do some manipulation by PHP to extract the data from this 5 byte. OK, I was thinking on this, if this game contains 100,000 user, and only 10% are active, therefore, if use my method, for the space use, 5 byte * 100,000 = 500 KB if I use another method, create a table user_hold_inventory, if the user have the inventory, then insert a record into this table, so, for 10,000 active user, I assume they got all item, but for other, I assume they got no item, here is the fields of the new table id-b <int3> <for index> id-a <int3> <id of the user table> inv_no <int1> <inventory that user hold> for the space use, ([id] (3+3) byte + [inv_no] 1 byte ) * [active user] 10,000 * [all inventory] * 40 = 2.8 MB seems method 2 have use more space, but it consume less CPU power. Please comment these 2 method or please correct me if there have another better method rather than what I think. Another question is, my database contain 26 fields, but I counted 5 of them are not change frquently, should I need to separate it on the other table or not? So many words, thanks for reading :)

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  • Interpolating between two networked states?

    - by Vaughan Hilts
    I have many entities on the client side that are simulated (their velocities are added to their positions on a per frame basis) and I let them dead reckon themselves. They send updates about where they were last seen and their velocity changes. This works great and other players see this work find. However, after a while these players begin to desync after some time. This is because of latency. I'd like to know how I can interpolate between states so they appear to be in the correct position. I know where the player was LAST seen and their current velocity but interpolating to the last seen state causes the player to actually move -backwards-. I could not use velocity at all for other clients and simply 'lerp' them towards the appropriate direction but I feel this would cause jaggy movement. What are the alternatives?

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  • How can I show a texture in a separate window in an XNA game?

    - by John
    I'm playing around with random map generation and what I want to do is: Input a command to generate a random map. A texture will be created resembling the generation, each pixel resembling each tile. A new window will pop-up, without removing the original one, that will contain the texture. I know how to do this except for the last part. Would someone please tell me how to create a new window and draw a texture to this window?

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  • Drawing order in XNA

    - by marc wellman
    When manually setting the drawing order of game components by setting int DrawableGameComponent.DrawOrder can one use any integer numbers as long an order is defined like component1 = drawing order: 2 component2 = drawing order: 5 component3 = drawing order: 10 component4 = drawing order: 323 or do these integers have to be consecutive and starting with zero like component1 = drawing order: 0 component2 = drawing order: 1 component3 = drawing order: 2 component4 = drawing order: 3 ?

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  • Game has noticeable frame drops but when through a profiler it always runs smooth

    - by felipedrl
    I'm trying to optimize my PC game but I can find the bottleneck since every time I run it through a profiler (gDEBugger) it runs smooths. When running outside gDEBugger I get these annoying hiccups. It's not just the graphics, the sound also gets choppy. The drops are inconsistent across runs, i.e, sometimes I run the same scenario and get no drops at all, sometimes I get a few drops, and others the game is consistently slow. The only constant is: when running through gDEBugger I ALWAYS get a smooth run. I'm suspecting something outside my game is interfering and causing these drops, but what in the hell does gDEBugger do that nullifies these drops? A higher process priority? Any ideas? Thanks in advance.

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  • Control convention for circular movement?

    - by Christian
    I'm currently doing a kind of training project in Unity (still a beginner). It's supposed to be somewhat like Breakout, but instead of just going left and right I want the paddle to circle around the center point. This is all fine and dandy, but the problem I have is: how do you control this with a keyboard or gamepad? For touch and mouse control I could work around the problem by letting the paddle follow the cursor/finger, but with the other control methods I'm a bit stumped. With a keyboard for example, I could either make it so that the Left arrow always moves the paddle clockwise (it starts at the bottom of the circle), or I could link it to the actual direction - meaning that if the paddle is at the bottom, it goes left and up along the circle or, if it's in the upper hemisphere, it moves left and down, both times toward the outer left point of the circle. Both feel kind of weird. With the first one, it can be counter intuitive to press Left to move the paddle right when it's in the upper area, while in the second method you'd need to constantly switch buttons to keep moving. So, long story short: is there any kind of existing standard, convention or accepted example for this type of movement and the corresponding controls? I didn't really know what to google for (control conventions for circular movement was one of the searches I tried, but it didn't give me much), and I also didn't really find anything about this on here. If there is a Question that I simply didn't see, please excuse the duplicate.

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  • Creating smooth lighting transitions using tiles in HTML5/JavaScript game

    - by user12098
    I am trying to implement a lighting effect in an HTML5/JavaScript game using tile replacement. What I have now is kind of working, but the transitions do not look smooth/natural enough as the light source moves around. Here's where I am now: Right now I have a background map that has a light/shadow spectrum PNG tilesheet applied to it - going from darkest tile to completely transparent. By default the darkest tile is drawn across the entire level on launch, covering all other layers etc. I am using my predetermined tile sizes (40 x 40px) to calculate the position of each tile and store its x and y coordinates in an array. I am then spawning a transparent 40 x 40px "grid block" entity at each position in the array The engine I'm using (ImpactJS) then allows me to calculate the distance from my light source entity to every instance of this grid block entity. I can then replace the tile underneath each of those grid block tiles with a tile of the appropriate transparency. Currently I'm doing the calculation like this in each instance of the grid block entity that is spawned on the map: var dist = this.distanceTo( ig.game.player ); var percentage = 100 * dist / 960; if (percentage < 2) { // Spawns tile 64 of the shadow spectrum tilesheet at the specified position ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 64 ); } else if (percentage < 4) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 63 ); } else if (percentage < 6) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 62 ); } // etc... (sorry about the weird spacing, I still haven't gotten the hang of pasting code in here properly) The problem is that like I said, this type of calculation does not make the light source look very natural. Tile switching looks too sharp whereas ideally they would fade in and out smoothly using the spectrum tilesheet (I copied the tilesheet from another game that manages to do this, so I know it's not a problem with the tile shades. I'm just not sure how the other game is doing it). I'm thinking that perhaps my method of using percentages to switch out tiles could be replaced with a better/more dynamic proximity forumla of some sort that would allow for smoother transitions? Might anyone have any ideas for what I can do to improve the visuals here, or a better way of calculating proximity with the information I'm collecting about each tile? (PS: I'm reposting this from Stack Overflow at someone's suggestion, sorry about the duplicate!)

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  • Event Driven Communication in Game Engine - Yes or No?

    - by Bunkai.Satori
    As I am reading book Game Coding Complete (http://www.amazon.com/Game-Coding-Complete-Third-McShaffry/dp/1584506806/ref=sr_1_1?ie=UTF8&qid=1295978774&sr=8-1), the author recommend Event Driven communication among the all game objects and modules. Basicaly, all the living game actors and object should communicate with the key modules (Physics, AI, Game Logic, Game View, etc..) via internal event messaging system. This would mean designing efficient event manager as well. My question is, whether this is proven and recommended approach. If it is not properly designed, it might mean consuming a lot of CPU cycles, which can be used elsewhere. This is especially true, if the game is targetted for mobile platform. What is your opinion and recommendation, please?

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  • Tips and Tools for creating Spritesheet animations

    - by Spooks
    I am looking for a tool that I can use to create sprite sheet easily. Right now I am using Illustrator, but I can never get the center of the character in the exact position, so it looks like it is moving around(even though its always in one place), while being loop through the sprite sheet. Is there any better tools that I can be using? Also what kind of tips would you give for working with a sprite sheet? Should I create each part of the character in individual layers (left arm, right arm, body, etc.) or everything at once? any other tips would also be helpful! thank you

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  • Game state management (Game, Menu, Titlescreen, etc)

    - by munchor
    Basically, in every single game I've made so far, I always have a variable like "current_state", which can be "game", "titlescreen", "gameoverscreen", etc. And then on my Update function I have a huge: if current_state == "game" game stuf ... else if current_state == "titlescreen" ... However, I don't feel like this is a professional/clean way of handling states. Any ideas on how to do this in a better way? Or is this the standard way?

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  • Need material for character anatomy in a 2D game. Spartan Like, See Picture

    - by Edwin Soho
    I'm creating my art for an 2d based IOS game. I know some basic anatomy as you can see by the picture but I have no idea how I will make draw the pics for animation of the character walking, attacking with his sword and protecting himself with shield. Is there any anatomy reference for 2d game out there, book or anything else? for your information, I did try to find but all of stuff I found are very amateur and incomplete The picture was my attempt of creating a example of the character walking, which I'm not happy with please help, thanks Update: Since I am in a hurry I decided I would copy the anatomy from other 2d games, it is not that clean but at least I wanna be able to start it. The question is still open.

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  • Newton Game Dynamics: Making an object not affect another object

    - by Boreal
    I'm going to be using Newton in my networked action game with Mogre. There will be two "types" of physics object: global and local. Global objects will be kept in sync for everybody; these include the players, projectiles, and other gameplay-related objects. Local objects are purely for effect, like ragdolls, debris, and particles. Is there a way to make the global objects affect the local objects without actually getting affected themselves? I'd like debris to bounce off of a tank, but I don't want the tank to respond in any way.

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  • Drawing lots of tiles with OpenGL, the modern way

    - by Nic
    I'm working on a small tile/sprite-based PC game with a team of people, and we're running into performance issues. The last time I used OpenGL was around 2004, so I've been teaching myself how to use the core profile, and I'm finding myself a little confused. I need to draw in the neighborhood of 250-750 48x48 tiles to the screen every frame, as well as maybe around 50 sprites. The tiles only change when a new level is loaded, and the sprites are changing all the time. Some of the tiles are made up of four 24x24 pieces, and most (but not all) of the sprites are the same size as the tiles. A lot of the tiles and sprites use alpha blending. Right now I'm doing all of this in immediate mode, which I know is a bad idea. All the same, when one of our team members tries to run it, he gets very bad frame rates (~20-30 fps), and it's much worse when there are more tiles, especially when a lot of those tiles are the kind that are cut into pieces. This all makes me think that the problem is the number of draw calls being made. I've thought of a few possible solutions to this, but I wanted to run them by some people who know what they're talking about so I don't waste my time on something stupid: TILES: When a level is loaded, draw all the tiles once into a frame buffer attached to a big honking texture, and just draw a big rectangle with that texture on it every frame. Put all the tiles into a static vertex buffer when the level is loaded, and draw them that way. I don't know if there's a way to draw objects with different textures with a single call to glDrawElements, or if this is even something I'd want to do. Maybe just put all the tiles into a big giant texture and use funny texture coordinates in the VBO? SPRITES: Draw each sprite with a separate call to glDrawElements. Use a dynamic VBO somehow. Same texture question as number 2 above. Point sprites? This is probably silly. Are any of these ideas sensible? Is there a good implementation somewhere I could look over?

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  • RPG Monster-Area, Spawn, Loot table Design

    - by daemonfire300
    I currently struggle with creating the database structure for my RPG. I got so far: tables: area (id) monster (id, area.id, monster.id, hp, attack, defense, name) item (id, some other values) loot (id = monster.id, item = item.id, chance) spawn (id = area.id, monster = monster.id, count) It is a browser-based game like e.g. Castle Age. The player can move from area to area. If a player enters an area the system spawns, based on the area.id and using the spawn table data, new monsters into the monster table. If a player kills a monster, the system picks the monster.id looks up the items via the the loot table and adds those items to the player's inventory. First, is this smart? Second, I need some kind of "monster_instance"-table and "area_instance"-table, since each player enters his very own "area" and does damage to his very own "monsters". Another approach would be adding the / a player.id to the monster table, so each monster spawned, has it's own "player", but I still need to assign them to an area, and I think this would overload the monster table if I put in the player.id and the area.id into the monster table. What are your thoughts? Temporary Solution monster (id, attackDamage, defense, hp, exp, etc.) monster_instance (id, player.id, area_instance.id, hp, attackDamage, defense, monster.id, etc.) area (id, name, area.id access, restriction) area_instance (id, area.id, last_visited) spawn (id, area.id, monster.id) loot (id, monster.id, chance, amount, ?area.id?) An example system-flow would be: Player enters area 1: system creates area_instance of type area.id = 1 and sets player.location to area.id = 1 If Player wants to battle monsters in the current area: system fetches all spawn entries matching area.id == player.location and creates a new monster_instance for each spawn by fetching the according monster-base data from table monster. If a monster is fetched more than once it may be cached. If Player actually attacks a monster: system updates the according monster_instance, if monster dies the instance if removed after creating the loot If Player leaves the area: area_instance.last_visited is set to NOW(), if player doesn't return to data area within a certain amount of time area_instance including all its monster_instances are deleted.

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  • How do I morph between meshes that have different vertex counts?

    - by elijaheac
    I am using MeshMorpher from the Unify wiki in my Unity project, and I want to be able to transform between arbitrary meshes. This utility works best when there are an equal number of vertices between the two meshes. Is there some way to equalize the vertex count between a set of meshes? I don't mean that this would reduce the vertex count of a mesh, but would rather add redundant vertices to any meshes with smaller counts. However, if there is an alternate method of handling this (other than increasing vertices), I would like to know.

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  • Given a RGB color x, how to find the most contrasting color y?

    - by Arthur Wulf White
    I have to mark a certain item in a way that will make it stick-out in the background. I need it to be surrounded with the color that contrasts the background as much as possible so it will pop out and easily noticeable by the player. Lets say I know the background is color 'x', how do I find 'y' such that it will be very contrasting to 'x' and easy to notice in a background where 'x' is a dominant color? I first thought about inverting color 'x' and then I noticed that when 'x' is a medium shade of gray, if I invert 'x' to get 'y', then 'y' is also a medium shade of gray which does not work.

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  • Annoying flickering of vertices and edges (possible z-fighting)

    - by Belgin
    I'm trying to make a software z-buffer implementation, however, after I generate the z-buffer and proceed with the vertex culling, I get pretty severe discrepancies between the vertex depth and the depth of the buffer at their projected coordinates on the screen (i.e. zbuffer[v.xp][v.yp] != v.z, where xp and yp are the projected x and y coordinates of the vertex v), sometimes by a small fraction of a unit and sometimes by 2 or 3 units. Here's what I think is happening: Each triangle's data structure holds the plane's (that is defined by the triangle) coefficients (a, b, c, d) computed from its three vertices from their normal: void computeNormal(Vertex *v1, Vertex *v2, Vertex *v3, double *a, double *b, double *c) { double a1 = v1 -> x - v2 -> x; double a2 = v1 -> y - v2 -> y; double a3 = v1 -> z - v2 -> z; double b1 = v3 -> x - v2 -> x; double b2 = v3 -> y - v2 -> y; double b3 = v3 -> z - v2 -> z; *a = a2*b3 - a3*b2; *b = -(a1*b3 - a3*b1); *c = a1*b2 - a2*b1; } void computePlane(Poly *p) { double x = p -> verts[0] -> x; double y = p -> verts[0] -> y; double z = p -> verts[0] -> z; computeNormal(p -> verts[0], p -> verts[1], p -> verts[2], &p -> a, &p -> b, &p -> c); p -> d = p -> a * x + p -> b * y + p -> c * z; } The z-buffer just holds the smallest depth at the respective xy coordinate by somewhat casting rays to the polygon (I haven't quite got interpolation right yet so I'm using this slower method until I do) and determining the z coordinate from the reversed perspective projection formulas (which I got from here: double z = -(b*Ez*y + a*Ez*x - d*Ez)/(b*y + a*x + c*Ez - b*Ey - a*Ex); Where x and y are the pixel's coordinates on the screen; a, b, c, and d are the planes coefficients; Ex, Ey, and Ez are the eye's (camera's) coordinates. This last formula does not accurately give the exact vertices' z coordinate at their projected x and y coordinates on the screen, probably because of some floating point inaccuracy (i.e. I've seen it return something like 3.001 when the vertex's z-coordinate was actually 2.998). Here is the portion of code that hides the vertices that shouldn't be visible: for(i = 0; i < shape.nverts; ++i) { double dist = shape.verts[i].z; if(z_buffer[shape.verts[i].yp][shape.verts[i].xp].z < dist) shape.verts[i].visible = 0; else shape.verts[i].visible = 1; } How do I solve this issue? EDIT I've implemented the near and far planes of the frustum, with 24 bit accuracy, and now I have some questions: Is this what I have to do this in order to resolve the flickering? When I compare the z value of the vertex with the z value in the buffer, do I have to convert the z value of the vertex to z' using the formula, or do I convert the value in the buffer back to the original z, and how do I do that? What are some decent values for near and far? Thanks in advance.

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  • Rotation and translation like in GTA 1 OpenGL

    - by user1876377
    Okay, so I have a figure in XZ plain. I want to move it forward/backward and rotate at it's own Y axis, then move forward again in the rotation's direction, like the character in GTA 1. Code so far: Init: spaceship_position = glm::vec3(0,0,0); spaceship_rotation = glm::vec3(0,0,0); spaceship_scale = glm::vec3(1, 1, 1); Draw: glm::mat4 transform = glm::scale<float>(spaceship_scale) * glm::rotate<float>(spaceship_rotation.x, 1, 0, 0) * glm::rotate<float>(spaceship_rotation.y, 0, 1, 0) * glm::rotate<float>(spaceship_rotation.z, 0, 0, 1) * glm::translate<float>(spaceship_position); drawMesh(spaceship, texture, transform); Update: switch (key.keysym.sym) { case SDLK_UP: spaceship_position.z += 0.1; break; case SDLK_DOWN: spaceship_position.z -= 0.1; break; case SDLK_LEFT: spaceship_rotation.y += 1; break; case SDLK_RIGHT: spaceship_rotation.y -= 1; break; } So this only moves on the Z axis, but how can I move the object on both Z and X axis where the object is facing?

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  • Path tables or real time searching for AI?

    - by SirYakalot
    What is the more common practice in commercial games; path lookup tables or real time searches? I've read that in many games path lookup tables are pre-calculated and baked into each map, so to speak, then steering behaviour is used to handle dynamic obstacles. or is it better practice to use optimised hierarchical A* searches? I understand the pro's and cons of each, I'm just curious as to what is most often used in the industry.

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