Search found 786 matches

by paul doe
Dec 16, 2018 14:53
Forum: Linux
Topic: Can not find SDL, or any graphic libraries, when attempting to compile?
Replies: 9
Views: 147

Re: Can not find SDL, or any graphic libraries, when attempting to compile?

f0rgotten wrote:...
Attempting to compile sdl2-hello.bas results in
...

That means that you're either compiling a 32-bit executable and you have the 64-bit version of SDL2, or the other way around. Check the bitness of the library (and the compiled output) to make sure they match.
by paul doe
Dec 15, 2018 14:55
Forum: General
Topic: Which method better (faster)? Array of Strings or Ubytes?
Replies: 13
Views: 153

Re: Which method better (faster)? Array of Strings or Ubytes?

You're welcome. Yes, the article I linked contains info about a tree graph, not the code version of it. It was meant to provide a starting point. ... I have a more specific question that I would like to ask you in a more private manner - is it possible to email you directly? my email is LxExOxPxAxRx...
by paul doe
Dec 15, 2018 10:55
Forum: General
Topic: Which method better (faster)? Array of Strings or Ubytes?
Replies: 13
Views: 153

Re: Which method better (faster)? Array of Strings or Ubytes?

... I understand a 'Parent Node', and every node connecting to it is referred to as a 'Child Node' ... Yes, indeed. ... but am I correct in saying that any node which has no children is called a 'Leaf Node'? or is that just another name for a 'Child Node'? ... Yes, but the term 'Leaf Node' is used ...
by paul doe
Dec 11, 2018 12:24
Forum: Game Dev
Topic: Making heatMaps more Dynamic
Replies: 37
Views: 384

Re: Making heatMaps more Dynamic

... first off, I understand local minima - basically when there are 2 or more equal choices.... usually there is some hack or adjustment to correct for it.... Sorry, my bad. The term is local optima , not minima. And no, it's not that. Read the link you posted before to understand what it is. It is...
by paul doe
Dec 11, 2018 4:07
Forum: Game Dev
Topic: Making heatMaps more Dynamic
Replies: 37
Views: 384

Re: Making heatMaps more Dynamic

And this is the connectivity graph for the above map (yes, it's created explicitly): hmmm.... so this graph shows how every node is connected with its neighbors (or any other nodes: teleporting, as you suggest)... but it needs regenerated with any change in the 'blockers', same as the HeatMap/Flow ...
by paul doe
Dec 11, 2018 3:58
Forum: Game Dev
Topic: Making heatMaps more Dynamic
Replies: 37
Views: 384

Re: Making heatMaps more Dynamic

Paul! Glad you chimed in! Before I reply, I want to say that I know you are a MUCH better programmer than I and probably have alot more experience than I. So, if I question or disagree in any way, don't take it personally - it is probably due to a misunderstanding on my part, BUT it could also be d...
by paul doe
Dec 11, 2018 3:05
Forum: Game Dev
Topic: Making heatMaps more Dynamic
Replies: 37
Views: 384

Re: Making heatMaps more Dynamic

And this is the connectivity graph for the above map (yes, it's created explicitly): https://thumbs2.imgbox.com/69/27/CsgUdx1q_t.png Now, using an explicit connectivity graph, along with the vector field, it's a trivial matter to update it whenever something changes. Just start to flood-fill the upd...
by paul doe
Dec 11, 2018 2:25
Forum: Game Dev
Topic: Making heatMaps more Dynamic
Replies: 37
Views: 384

Re: Making heatMaps more Dynamic

... BTW: I use the terms Heat map, Influence Map, Potential Field Maps, etc as interchangeable because they seem to be all generated by the same method - if I am misunderstanding these terms, please let me know!... Very well then. They aren't the same, you see, much in the same way as a Sorted List...
by paul doe
Dec 10, 2018 21:21
Forum: Game Dev
Topic: Game Main Loop Timing (desiring feedback) (solved)
Replies: 52
Views: 430

Re: Game Main Loop Timing (desiring feedback) (solved)

...I bet this Brushfire method is the same as my own... Probably. There are several variants, one of which is used to produce a vector field for different sized units. ...The more complex, the better... For what purpose? ... don't think this will work for my ultimate end goal though... Which is? .....
by paul doe
Dec 10, 2018 20:42
Forum: Game Dev
Topic: Game Main Loop Timing (desiring feedback) (solved)
Replies: 52
Views: 430

Re: Game Main Loop Timing (desiring feedback) (solved)

... The problem is when both ends of the path are dynamic - flow map necessitate static goals - all the trees in the world, or some such - you would have to re-generate the flow map every time one of the path ends (goal) changed location. No. And with A* you would have the same problem, but far wor...
by paul doe
Dec 10, 2018 20:22
Forum: Game Dev
Topic: Game Main Loop Timing (desiring feedback) (solved)
Replies: 52
Views: 430

Re: Game Main Loop Timing (desiring feedback) (solved)

Goal Based Vector Field Pathfinding . That's all the pathing you'll ever need to achieve really complex behavior for thousands of agents at the same time, and then some more, with minimal computational cost. And it's trivial to implement to boot. @leopardpm: You should really start looking to learn...
by paul doe
Dec 09, 2018 21:16
Forum: Game Dev
Topic: Game Main Loop Timing (desiring feedback) (solved)
Replies: 52
Views: 430

Re: Game Main Loop Timing (desiring feedback)

First, I must say that I REALLY appreciate how well you comment your code and how clean and straightforward it is - this makes it so amateurs like me have a chance of understanding the inner workings of whats occurring - Thank you! You're welcome. Commenting code as if I were explaining it to someb...
by paul doe
Dec 09, 2018 20:31
Forum: Game Dev
Topic: Game Main Loop Timing (desiring feedback) (solved)
Replies: 52
Views: 430

Re: Game Main Loop Timing (desiring feedback)

Thinking about a good method for designing my Main Game Loop... Check here . The metaballs demo I mentioned compares the two methods (fixed frame rate vs. fixed update time), so perhaps you'll hopefully be able to see why you don't want to use something like the regulate() function in real ...
by paul doe
Dec 09, 2018 17:23
Forum: General
Topic: Anyone have good code for making a Priority Queue?
Replies: 19
Views: 313

Re: Anyone have good code for making a Priority Queue?

The functions that I want fast (trivial) are: accessing/deleting the Least most value (done) ADDing a new value (search/find location(slow), insert(mine=slow, grindstone=fast)) DELeting a particular value (search/find location(slow), delete(mine=slow,grindstone=fast) I am assuming a Binary Search f...
by paul doe
Dec 09, 2018 17:13
Forum: General
Topic: Anyone have good code for making a Priority Queue?
Replies: 19
Views: 313

Re: Anyone have good code for making a Priority Queue?

So....in a Priority Queue, you can only access one item - the 'top' of the queue... and it will be either the smallest (or largest) value depending on how the Queue is set up, right? So, a Priority Queue is useful for pathfinding (djistras, A*, etc), but maintaining a sorted list/heap might be what...

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