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Efficient Spherical Path Finding Edit

by Joe 0 comments
I posted a few weeks back about A Star Path finding on a spherical map. It was extremely inefficient, but demo’d the concept quite well. This next version is far more efficient and can find a path in an average (on my machine) ¬†of about 2 milliseconds. This version is using raycasts against points on a mesh to determine where to go. There is a list of navpoints that are positioned at each vertex on the mesh, these points make up our navigation system. This WebGl version runs quite well, but is significantly slower than a standalone build.     Read more!

Spherical A star Pathfinding

by Joe 0 comments
Here’s a little demo of the A star (A*) pathfinding algorithm, running on the surface of a sphere. It’s a network of spheres that neighbour each other when they collide at the start of the demo. This demo uses 2048 spheres, probably way too much. Might be nice to push this further and turn it into a navmesh.   As I said earlier, this is by no means efficient, but it does demonstrate the process quite well.   For those of you who haven’t seen this Algorithm in action, the basic idea goes as follows:   NOTE: A network of walkable and unwalkable points (the spheres) must be formed, and each point must have a reference to each of its neighbours. NOTE: Each point is given three scores: a) A GScore which is the basic distance from one point to the next b) A HScore which is the Heuristic or simply, a best guess or estimate of distance from the start to the finish point. c) An FScore which is the two other scores added together.   INITIALISATION: The algorithm needs a start point and an end or target point to run. The first or “start point” is added to […] Read more!

Javascript Quadtree

by Joe 0 comments
This is a Quadtree system, used for efficient collision detection. Collision detection can be a heavy task for the processor, so when using a Quadtree, only the smaller sections ( in green ) are tested for collisions with other collision objects. The green section encloses the entire collision object ensuring that the collision is tested before a collision could possibly occur. If you were using 3D, instead of a Quadtree, you would use an Octree, which is the same except it has depth on the Z axis as well as the X and Y. You can also use a Quadtree system for efficient object culling, for example, when you don’t need to draw or update something because its not visible on the screen. Use the arrow keys to move the box around. (Left, Right, Up/Jump)   Read more!

Chameleon Falls

by Joe 2 comments
Chameleon Falls   Chameleon Falls is now live on Google Play And its totally FREE! Prepare to blister your thumbs and pull your hair out. Chameleon Falls will challenge your reflexes and your will. This unique Runner game challenges you the player with obstacle negotiation on one hand and colour matching on the other. 9 Completely different story levels plus a beginner Introduction level. 4 Unlockable Randomly generated practice challenge runs, including an infinite runner. A store where you can top up on Coins and other Inventory, and also purchase add-ons like “Ad Removal”. Read more!