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Re: Love2D Realtime Pathfinding

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Oysi is not online. Oysi
Joined: 06 Jul 2009
Total Posts: 9058
12 Jun 2013 12:58 PM
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Dr01d3k4 is not online. Dr01d3k4
Joined: 11 Oct 2007
Total Posts: 17916
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 is not online. Uuvinu
Joined: 19 Apr 2012
Total Posts: 2206
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 is not online. Oysi
Joined: 06 Jul 2009
Total Posts: 9058
12 Jun 2013 01:24 PM
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Dr01d3k4 is not online. Dr01d3k4
Joined: 11 Oct 2007
Total Posts: 17916
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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MrgamesNwatch is not online. MrgamesNwatch
Joined: 02 Feb 2009
Total Posts: 7729
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 is not online. Oysi
Joined: 06 Jul 2009
Total Posts: 9058
12 Jun 2013 01:48 PM
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Dr01d3k4 is not online. Dr01d3k4
Joined: 11 Oct 2007
Total Posts: 17916
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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RenderSettings is not online. RenderSettings
Joined: 16 Aug 2010
Total Posts: 2560
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 is not online. bohdan77
Joined: 10 Aug 2008
Total Posts: 7944
12 Jun 2013 02:17 PM
I just learned of Love2D. How's the API?
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uyjulian is not online. uyjulian
Joined: 29 Nov 2012
Total Posts: 1214
12 Jun 2013 04:01 PM
Why not LuaGL?
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pighead10 is not online. pighead10
Joined: 03 May 2009
Total Posts: 10341
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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NecroBumpist is not online. NecroBumpist
Joined: 12 Sep 2010
Total Posts: 4198
12 Jun 2013 04:41 PM
Looking good, Oysi.
That's a lot of zombies :O
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StealthKing95 is not online. StealthKing95
Joined: 13 Dec 2008
Total Posts: 4263
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 is not online. Oysi
Joined: 06 Jul 2009
Total Posts: 9058
13 Jun 2013 02:28 AM
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Oysi is not online. Oysi
Joined: 06 Jul 2009
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13 Jun 2013 01:28 PM
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bohdan77 is not online. bohdan77
Joined: 10 Aug 2008
Total Posts: 7944
13 Jun 2013 02:45 PM
@oysi
Really? I might give Love a try.
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YourLocalFaxMachine is not online. YourLocalFaxMachine
Joined: 29 Mar 2013
Total Posts: 105
13 Jun 2013 02:58 PM
Beautiful ;_;

~ Rainbow Dash is best pony ~
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Oysi is not online. Oysi
Joined: 06 Jul 2009
Total Posts: 9058
13 Jun 2013 08:48 PM
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bohdan77 is not online. bohdan77
Joined: 10 Aug 2008
Total Posts: 7944
13 Jun 2013 09:03 PM
Thanks for informing me about Love. I love the simplicity of it.
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Aerideyn is not online. Aerideyn
Joined: 16 Jan 2010
Total Posts: 1882
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 is not online. Oysi
Joined: 06 Jul 2009
Total Posts: 9058
13 Jun 2013 09:22 PM
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NecroBumpist is not online. NecroBumpist
Joined: 12 Sep 2010
Total Posts: 4198
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 is not online. Aerideyn
Joined: 16 Jan 2010
Total Posts: 1882
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 is not online. Oysi
Joined: 06 Jul 2009
Total Posts: 9058
14 Jun 2013 12:21 AM
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