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by paul doe
Dec 11, 2018 3:05
Forum: Game Dev
Topic: Making heatMaps more Dynamic
Replies: 45
Views: 886

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: 45
Views: 886

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: 800

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: 800

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: 800

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: 800

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: 800

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: 388

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: 388

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...
by paul doe
Dec 09, 2018 14:03
Forum: General
Topic: Anyone have good code for making a Priority Queue?
Replies: 19
Views: 388

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

... The Basic Functions needed for a Priority Queue are: ADD element Access the lowest(highest) element DEL an element FIND an element You're confusing a sorted heap with a priority queue. You can't 'find' an item in a priority queue, since the only value that makes sense is the top of the heap. Th...
by paul doe
Dec 08, 2018 20:38
Forum: General
Topic: How to fix error 177 ???
Replies: 40
Views: 720

Re: How to fix error 177 ???

In general, it would be great if FB would implement real classes... And what would constitute a 'real' class for you? The only thing I miss dearly from other languages with a similar object model is the ability to inherit multiple interfaces. Oh, and friend and private classes. That is quite enough...
by paul doe
Dec 08, 2018 14:08
Forum: General
Topic: How to fix error 177 ???
Replies: 40
Views: 720

Re: How to fix error 177 ???

Why would Null be part of the object? Sorry, I've written the code in a hurry. The Null reference should be part of the interface, not the derived classes themselves: /' The ID you'll use to identify objects throughout your code base. '/ type ObjectID as string /' The abstract interface for an inve...
by paul doe
Dec 08, 2018 13:40
Forum: General
Topic: How to fix error 177 ???
Replies: 40
Views: 720

Re: How to fix error 177 ???

Why would Null be part of the object? Because not every object can be nullable, and the null pointer has to be of the same type as the object to avoid casting. The right way (depending on circumstances) would be to implement the Null Pattern for each object that needs it. I would define the Null po...
by paul doe
Dec 08, 2018 13:36
Forum: General
Topic: How to fix error 177 ???
Replies: 40
Views: 720

Re: How to fix error 177 ???

In FreeBASIC, anything that can be done with pointers can be done with references (because a reference is the dereferencing of an internal pointer, but accessible by user). Not true, because there's no orthogonality between references and pointers : type ISomething extends Object declare virtual de...
by paul doe
Dec 08, 2018 10:34
Forum: General
Topic: How to fix error 177 ???
Replies: 40
Views: 720

Re: How to fix error 177 ???

In addition to what sancho3 and Munair propose, here's a simple scheme that I use often: /' The ID you'll use to identify objects throughout your code base. '/ type ObjectID as string /' The abstract interface for an inventory item '/ type IInventory extends Object public: declare virtual destructor...

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