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Posts posted by Meerjel01
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Are ImgBurn needed or can it not work on an unmodded xbox? Cause I want my first box to be homebrew capable.
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Full instal guide? Like if burned discs are usable for this or how else?
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Here's a model. I don't think I can do a lot about it but share it right now.
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I'm on a Mac so I can't do a lot with the assets for now but I got the resources out from the archive. The models seems to be mdl files but I'm not sure which structure they're built from.
I got the .ipa file from here btw. Gonna have to play the game myself to get the game's feel correct.
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It isn't a code problem rather than an assets problem involving getting the models and such out of the game. I've never done that before and the game is also an iPhone app.
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Can someone rip the resources from the iOS game Doom Resurrection for me? I would like to do a port of it for the OG Xbox. From scratch and improved.
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It works decently now. Had it crash a bunch of times until I figured what the problem was.
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Using Line/Ray casting in the A* system proved to be useful.
https://drive.google.com/file/d/1gDh9gUOJqBQjBOJB86Ip1MjBPtac4Va3/view?usp=sharing
But the casting isn't that great and I need to figure out why.
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Have a look.
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Has errors unfortunately but it goes somewhere. Also using line/ray casting to detect if the NPC's path is open.
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When I was interested in a full 3D game engine for the OG Xbox, I wanted to do a simple technique that Conker Live and Reloaded did with facial expressions. The mouths where 3D, but the eyes where 2D textures with 2 stages. It's not shape group based (I think) but uses bones for the mouths and textures for eyes like the outside and the inside of them.
There might be an 8 for this. When I finish my own skinned mesh renderer and animator then I will do this. Seems to be the best looking way to me.
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Thank you! Didn't know the tutorial had a typo in it.
I tested the code and I think it works better now. But I still think the nodes and their connections are messed up so I'll need to fix those somehow.
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A tip for textures. Use dds files for everything cause they're the most built for DirectX applications and games. And even if they take up storage size, they're still optimized for the memory.
You might already know this but I felt like adding it here anyway.
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I did some changing to the code and it seems to work a bit better now. But it's not predictable enough and it might be the node grid that I made that is not set up correctly. Gonna make a new graph and changing to other parts of the engine's code to make it easier to work with.
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On 1/25/2024 at 2:35 PM, corona2222 said:
maybe, (when i find a moment) wheres the latest code?
Here.
// Init the grid then Get A Path bool GetPath(D3DXVECTOR3 start, D3DXVECTOR3 end, st_path& finalPath, float maxStartLimit, float maxEndLimit) { CAStarNode* startNode = &GetNearestNode(start); if(Distance(startNode->position, start) > maxStartLimit) return false; CAStarNode* endNode = &GetNearestNode(end); if(Distance(endNode->position, end) > maxEndLimit) return false; CAStarNode* openList = new CAStarNode[numNodes]; CAStarNode* closedList = new CAStarNode[numNodes]; int currentOpenAmount = 0; int currentClosedAmount = 0; openList[0] = *startNode; currentOpenAmount++; while (currentOpenAmount > 0) { if(currentOpenAmount <= 0) break; CAStarNode* currentNode = &openList[currentOpenAmount - 1]; int neighCount = currentNode->numNeighbours; for(int i=0; i < neighCount; i++) { currentNode->neighbours[i].parent = currentNode; currentNode->neighbours[i].gCost = Distance(currentNode->position, currentNode->neighbours[i].position); currentNode->neighbours[i].hCost = Distance(currentNode->position, endNode->position); currentNode->neighbours[i].fCost = currentNode->neighbours[i].gCost + currentNode->neighbours[i].hCost; } // CAStarNode* neigh = currentNode->neighbours; int ending = 0; if(currentNode->id == endNode->id) { CAStarNode* nods = new CAStarNode[numNodes]; int curNods = 0; CAStarNode* curNod = currentNode; bool creating = true; while(creating) { nods[curNods] = *curNod; curNods++; if(curNod->id != startNode->id) curNod = curNod->parent; else creating = false; } if(curNods <= 0) return false; st_path result; result.numCorners = curNods; result.corners = new D3DXVECTOR3[curNods]; for(int n=0; n < curNods; n++) { result.corners[n] = nods[n].position; } // finalPath = CreatePath(startNode, endNode); finalPath = result; return true; } bool picked = false; for(int i=0; i < neighCount; i++) { int sel = 0; for(int x=0; x < neighCount; x++) { if(currentNode->neighbours[x].fCost < currentNode->neighbours[sel].fCost) { sel = x; } } if(CheckInClosedList(closedList, currentClosedAmount, currentNode->neighbours[sel])) { int lar = 0; for(int x=0; x < neighCount; x++) { if(currentNode->neighbours[x].fCost > currentNode->neighbours[lar].fCost) { lar = x; } } currentNode->neighbours[sel].fCost = currentNode->neighbours[lar].fCost + 1; continue; /* currentNode->neighbours[i].gCost = currentNode->gCost + Distance(currentNode->position, currentNode->neighbours[i].position); currentNode->neighbours[i].hCost = Distance(currentNode->neighbours[i].position, endNode->position); currentNode->neighbours[i].fCost = currentNode->neighbours[i].gCost + currentNode->neighbours[i].hCost; currentNode->neighbours[i].parent = currentNode; openList[currentOpenAmount] = currentNode->neighbours[i]; currentOpenAmount++; */ } else { openList[currentOpenAmount] = currentNode->neighbours[sel]; currentOpenAmount++; picked = true; break; } } if(picked == false) { currentOpenAmount--; } closedList[currentClosedAmount] = *currentNode; currentClosedAmount++; } return false; } CAStarNode GetNearestNode(D3DXVECTOR3 position) { CAStarNode result; float dist = 1000; for(int n=0; n < numNodes; n++) { float d = Distance(position, nodes[n].position); if(d < dist) { result = nodes[n]; dist = d; } } return result; }
I've just come back to this.
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I have not gotten the program to work yet and tried multiple types of code. Can someone lend a hand here?
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1 hour ago, corona2222 said:
something that helped me understand what was happening to debug and optimize my pathfinding (not A* in my games case) was to render the path points being explored / found in different colours so I could visually see the path, and changed my 'GetPath()' code to be re-entrant so the path is built over a period of time so that I could see the path gradually getting built and the choices it was making and where the (complicated set of rules )code was going wrong. this may help.
Thanks for the info. I believe it doesn't work correctly cause of the lack of nodes but I will make a line rendering system for the engine anyway. Also need to make a node-grid file generator somehow.
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Tested the code but the result wasn't as expected. I tested it with a small amount of nodes but it should probably work better with more.
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Alright I've finished some code.
struct st_path { int numCorners; D3DXVECTOR3* corners; }; class CAStarNode { public: int id; D3DXVECTOR3 position; int numNeighbours; CAStarNode* neighbours; bool open; bool closed; CAStarNode* parent; float gCost, hCost, fCost; CAStarNode() { id = 0; gCost = 0; hCost = 0; fCost = 0; open = false; closed = false; numNeighbours = 0; } }; class CAStarGrid { protected: IDirect3DDevice8* directDevice; CAStarNode* nodes; int numNodes; D3DXVECTOR3* lines; int numLineIndices; public: CAStarGrid() { directDevice = NULL; numNodes = 0; numLineIndices = 0; } bool InitGrid(IDirect3DDevice8** device, std::ifstream& file) { directDevice = *device; file >> numNodes; nodes = new CAStarNode[numNodes]; for(int i=0; i < numNodes; i++) { nodes[i].id = i; file >> nodes[i].position.x >> nodes[i].position.y >> nodes[i].position.z; } int numConnections = 0; for(int n=0; n < numNodes; n++) { file >> numConnections; nodes[n].numNeighbours = numConnections; nodes[n].neighbours = new CAStarNode[numConnections]; for(int i=0; i < numConnections; i++) { int nod = 0; file >> nod; nodes[n].neighbours[i] = nodes[nod]; } } return true; } bool GetPath(D3DXVECTOR3 start, D3DXVECTOR3 end, st_path& finalPath, float maxStartLimit, float maxEndLimit) { CAStarNode startNode = GetNearestNode(start); if(Distance(startNode.position, start) > maxStartLimit) return false; CAStarNode endNode = GetNearestNode(end); if(Distance(endNode.position, end) > maxEndLimit) return false; for(int n=0; n < numNodes; n++) { nodes[n].open = false; nodes[n].closed = false; } startNode.open = true; bool found = false; while (!found) { CAStarNode currentNode = startNode; if(CheckEnd(currentNode.neighbours, currentNode.numNeighbours, endNode)) { endNode.parent = ¤tNode; found = true; break; } currentNode.closed = true; CAStarNode* neigh = currentNode.neighbours; int neighCount = currentNode.numNeighbours; for(int i=0; i < neighCount; i++) { if(neigh[i].closed) { continue; } else { float gCost = currentNode.gCost + Distance(currentNode.position, neigh[i].position); float hCost = Distance(neigh[i].position, endNode.position); if(!neigh[i].open) { neigh[i].fCost = hCost + gCost; neigh[i].parent = ¤tNode; neigh[i].open = true; } else { float newFCost = gCost + hCost; if(neigh[i].fCost > newFCost) { neigh[i].fCost = newFCost; neigh[i].parent = ¤tNode; } } } } } finalPath = CreatePath(startNode, endNode); return true; } st_path CreatePath(CAStarNode start, CAStarNode end) { st_path result; result.corners = new D3DXVECTOR3[40]; CAStarNode currentNode = end; int current = 0; while(currentNode.id != start.id) { result.corners[current] = currentNode.position; currentNode = *currentNode.parent; current++; } result.numCorners = current; D3DXVECTOR3* temp = new D3DXVECTOR3[current]; int c = 0; for(int i=current - 1; i >= 0; i--) { temp[i] = result.corners[c]; c++; } // std::reverse(result.corners[0], result.corners[current]); result.corners = temp; delete[] temp; return result; } CAStarNode GetNearestNode(D3DXVECTOR3 position) { CAStarNode result; float dist = 1000; for(int n=0; n < numNodes; n++) { float d = Distance(position, nodes[n].position); if(d < dist) { result = nodes[n]; dist = d; } } return result; } bool CheckEnd(CAStarNode* neighbours, int numNeighbours, CAStarNode endTarget) { for(int i=0; i < numNeighbours; i++) { if(neighbours[i].id = endTarget.id) return true; } return false; } };
Gonna improve it later after I've done testing it. Any thoughts?
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Isn't it different on a 3D environment with multiple floors though?
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But I still need to make an A* pathfinding system like how I described it. Maybe a bit like Half-Life's nodegraph system. Good thing they have it in the SDK.
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6 minutes ago, PRince404 said:
Meerjel, What do you think of Renderware? Wouldn't it be better to just use an existing Engine that was catered for that specific generation?
https://archive.org/details/renderwaregraphics3.7sdkandstudio2.01
https://github.com/Smooth-E/install-renderware
I know you're enjoying making one from scratch but I think you can should make that engine for modern system rather than for an old 6 Gen system.
I could use Renderware but I've done a lot of progress on my engine already. I don't know if it'll be a waste if I quit with it. But on other hand I can use it for my Series S games since Unity is dying.
So Renderware works as it should now? Then I can use that.
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Hello. The Grendel Engine (In A Creation) has had a lot of development done with the first NPC programmed in. Now it should follow a path.
I'm currently stuck in thoughts about my engine's pathfinding which is gonna be an A* system. My plan is to use a connection system for optimization but are stuck on how to implement it. The nodes are scattered around the level and are connected via links to visible and nearby nodes and it creates a path for the NPC to follow from the nearest node (From the NPC) to the point that is nearest the end node. Then when close enough the NPC moves straight to the point (Instead of the end node's own position). This tutorial gave me some insight on it but I need to convert it to use D3DXVECTOR3 coordinates instead.
Anyone has anything to say to help me here? It's needed for now.
Meerjel01
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