Oysi
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| Joined: 06 Jul 2009 |
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Dr01d3k4
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| Joined: 11 Oct 2007 |
| Total Posts: 17916 |
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| 12 Jun 2013 01:01 PM |
"I started making a zombie game" Exactly what I've been wanting to do, something like Notch's l4kd, but I have no idea how to do the lighting. Could you explain how to?
The pathfinding: awesome, even though there doesn't appear to be a way to avoid getting swarmed ;) |
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Uuvinu
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| Joined: 19 Apr 2012 |
| Total Posts: 2206 |
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| 12 Jun 2013 01:06 PM |
Nice! I've been experimenting with Love2D for almost a year now and have gotten pretty decent, but haven't had much time to look into lighting on your level.
Great job. |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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Dr01d3k4
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| Joined: 11 Oct 2007 |
| Total Posts: 17916 |
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| 12 Jun 2013 01:32 PM |
| I understood the theory of the inverted stencil, however not for making the shadows, and I also haven't used stencils or GLSL before. Do you know a good tutorial for learning GLSL in a way that works well with love2d? |
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| 12 Jun 2013 01:45 PM |
| This is really cool, the lighting works out really nice, one of the better examples I've seen in Love2d. The zombies seem to work pretty well too, and with so many. I'm jealous of all your stuff now. ;-; |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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Dr01d3k4
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| Joined: 11 Oct 2007 |
| Total Posts: 17916 |
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| 12 Jun 2013 01:56 PM |
| Wow, that simple? Awesome ty :D I'm gonna go play with that now :D |
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| 12 Jun 2013 01:59 PM |
| Wow, that looks really nice. You can start to see some lag by the ending, but that is still a massive amount of pathfinding to be doing so quickly. Are you actually pathfinding for each zombie, or only once per 'block' on the map and directing all the zombies on that block? |
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bohdan77
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| Joined: 10 Aug 2008 |
| Total Posts: 7944 |
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| 12 Jun 2013 02:17 PM |
| I just learned of Love2D. How's the API? |
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uyjulian
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| Joined: 29 Nov 2012 |
| Total Posts: 1214 |
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pighead10
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| Joined: 03 May 2009 |
| Total Posts: 10341 |
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| 12 Jun 2013 04:21 PM |
| Nice. I'm not sure how close to the GPU Love2D can get you but the lighting looks good nonetheless. |
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| 12 Jun 2013 04:41 PM |
Looking good, Oysi. That's a lot of zombies :O |
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| 12 Jun 2013 06:42 PM |
| You should add thunder and lightning, you would only see the entirety of the swarm when the lightning flashes :P |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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bohdan77
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| Joined: 10 Aug 2008 |
| Total Posts: 7944 |
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| 13 Jun 2013 02:45 PM |
@oysi Really? I might give Love a try. |
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| 13 Jun 2013 02:58 PM |
Beautiful ;_;
~ Rainbow Dash is best pony ~ |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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bohdan77
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| Joined: 10 Aug 2008 |
| Total Posts: 7944 |
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| 13 Jun 2013 09:03 PM |
| Thanks for informing me about Love. I love the simplicity of it. |
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Aerideyn
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| Joined: 16 Jan 2010 |
| Total Posts: 1882 |
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| 13 Jun 2013 09:14 PM |
I'm not really sure why there is a limit on your grid or why the size of it is an issue?
If you think of your grid as existing implicitly rather than explicitly then you can work with a grid based pathfinder of ten's of thousands of cells in width before getting performance issues - i have a grid based pathfinder working over an unbound area on roblox if you wanted a look. |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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| 13 Jun 2013 10:17 PM |
>Thank you, old friend, pi. =) :3
>We're going to have a LAN today with one more, and we're going to be coding a game. =D Hopefully I can convince him to join the good side of lua, and hopefully I won't die when I see their inefficient newbie code, lol. xD
Sounds like fun! Don't criticize his code to harshly lol. I did Ludum Dare 24 on team with some other people from the LOVE IRC channel last year. We didn't finish our game, but man was it a lot of fun. |
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Aerideyn
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| Joined: 16 Jan 2010 |
| Total Posts: 1882 |
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| 13 Jun 2013 10:53 PM |
Uploaded onto my alt. http://www.roblox.com/Implicit-Grid-based-A-star-place?id=119022824
Basically the theory is that a grid can exist without you defining it, all you need to define is the spacing between cells and hold some sort of table which includes only those cells which are obstructed.
Then you can start at whatever position into infinity you wish - convert the coordinate into cell space. Test it's neighbors - do they exist in the obstruction table? no? do your cost calculations, pick the lowest cost direction, repeat the process.
This way the only cells that get opened / used are the ones actually involved in the path-finding - anything else is not relevant.
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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