Thanks for testing! As I'm sure you can tell by the FPS, I'm having a heck of a time with finding a good ratio between FPS and cpu usage in the example, that would be good on all machines..tmyke wrote:on my Pentium IV 640 (3.02Ghz) - 1Mo RAM - NVidia 6800GT 256Mo :
FPS: 12/40
Validation time: 0 ms
Path generation time: 0 ms
on my Pentium M 1.7Ghz - 512Mo RAM - ATI 9700 Pro:
FPS: 15/40
Validation time: 0.108 ms
Path generation time: 0.004 ms
Very good code, I like much and congratulation.
Dynamic A* Pathfinding 3.2
I love Purebasic.
It's not the pathfinding which is using all of the cpu..tmyke wrote:It's not easy to find the good ratio.
For example, an important pathfinding in 3D game, it's then necessary to find a
divide CPU very fine.
therefore, each user must be define well the power CPU according
to the necessary resources.

Also, It already spreads the pathfinding over multiple frames already.
I love Purebasic.
Very good job Heathen !
I have juste a Question. How can do to find path with "star Treck bridge" (yes i don't know the name for that
).
exemple
if you are on map(12,23) you have translate to map(57,32)
i use this in my game when i have many floor level like a building. When somebody go to ladder or staircases it's translate directly to the next floor.
I hope you understand my bad english!
best regards
Thy
I have juste a Question. How can do to find path with "star Treck bridge" (yes i don't know the name for that

exemple
if you are on map(12,23) you have translate to map(57,32)
i use this in my game when i have many floor level like a building. When somebody go to ladder or staircases it's translate directly to the next floor.
I hope you understand my bad english!
best regards
Thy
Hello, I don't really understand your question, could you try rephrasing it?thyphoon wrote:Very good job Heathen !
I have juste a Question. How can do to find path with "star Treck bridge" (yes i don't know the name for that).
exemple
if you are on Block(12,23) you have translate to Block(57,32)
i use this in my game when i have many floor level like a building. When somebody go to ladder or staircases it's translate directly to the next floor.
I hope you understand my bad english!
best regards
Thy
edit: Do you mean teleporting from one tile to another?
I love Purebasic.
Yes ! I retry with a little pictureHeathen wrote: Hello, I don't really understand your question, could you try rephrasing it?

I want to start in orange square and go to Yellow square
it's a Building with 2 floor.Green square are Ladder or Staircase
Do you understand what I say ?
Some case (ladder/staircase) are like magic door . if you go on your are translate in other case.
Do you understand my idea ?

yes, I understand now. Right now that isn't possible with the current engine, but I will look at my code and see how much work it would be to add it. I don't think it will be too hard to add.
Last edited by Heathen on Thu Aug 14, 2008 3:39 pm, edited 2 times in total.
I love Purebasic.
- Rook Zimbabwe
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I get an error on line 83
Structure Field not found : tilesize
I have both files... cut and pasted and saved in same place... correctly named too!
And I say don't let monsters use Magic Doors!
I changed that field name to TileHeight and now I get an error on line 87
Structure Field not found : alt_copymemory
Structure Field not found : tilesize
I have both files... cut and pasted and saved in same place... correctly named too!

And I say don't let monsters use Magic Doors!

I changed that field name to TileHeight and now I get an error on line 87
Structure Field not found : alt_copymemory
Same as I got, still get the sameRook Zimbabwe wrote:I get an error on line 83
Structure Field not found : tilesize
I have both files... cut and pasted and saved in same place... correctly named too!
And I say don't let monsters use Magic Doors!
I changed that field name to TileHeight and now I get an error on line 87
Structure Field not found : alt_copymemory
