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  1. #11


    In terms of the vision for scripting here goes:
    See this article on the documentation for planned scripting syntax.

    Also in terms of pathfinding, I've read a few tutorials and examples and I'm creeped and stressed out.
    I know its a key feature to have to, but with all of the other things the engine needs I'm overwhelmed.

  2. #12


    All you can do is take it one step at a time. Remember that.

    I'd suggest checking out the Artificial Intelligence course on edX. Pathfinding starts early on, in the second batch of lessons. If anything, even checking out the videos might be helpful.

    It's been a good while since I've messed with such searching algorithms, but I remember poking at that course and finding the explanations pretty helpful.
    Last edited by Sitting Fox; 07-12-2014 at 05:01 AM.
    "Be the change you wish to see."

  3. #13


    Quote Originally Posted by theweirdn8 View Post
    In terms of the vision for scripting here goes:
    See this article on the documentation for planned scripting syntax.

    Also in terms of pathfinding, I've read a few tutorials and examples and I'm creeped and stressed out.
    I know its a key feature to have to, but with all of the other things the engine needs I'm overwhelmed.
    http://opensteer.sourceforge.net/

    it hasn't been updated in a decade but there are opensource ai libraries you could probably integrate.

  4. #14


    Is that class free?

  5. #15


    Yes, that class on edX is free.

    There's some other free classes I know that incorporate pathfinding techniques like A*, but I think that one gets to it much more quickly and builds on it from there with different varieties.
    Last edited by Sitting Fox; 07-13-2014 at 01:56 AM.
    "Be the change you wish to see."

  6. #16


    And its c++

  7. #17


    Anyone wanna join the team or be a contractor.

    I'm willing to pay someone to help me port runner to OUYA.


    Sorry for late reply, been focusing alot of energy into becoming a Wii U developer.


    Getting back to work on this badboy.

    I think the OUYA export will most likely be HTML5, since the Wii U one will be...
    Last edited by Schizophretard; 12-22-2014 at 08:43 PM.

  8. #18


    The OUYA does support HTML5?

    Because, our 1st runner will be an HTML5 one...

  9. #19
    OUYA Developer Kaimega's Avatar
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    Quote Originally Posted by theweirdn8 View Post
    The OUYA does support HTML5?

    Because, our 1st runner will be an HTML5 one...
    Yes, it does. Elliot Quest is HTML 5 I believe.
    Racin-Games, creator of Sirenium ~ Forever After ~ .. come check us out here! http://www.racin-games.com
    Forum Page: http://ouyaforum.com/showthread.php?...-Forever-After
    If you want your game/app reviewed, let me know! I'll ReviOUYA. Will also do previews and such as well. http://reviouya.wordpress.com/
    Play like me! http://ouyaforum.com/showthread.php?...imega&p=119559

  10. #20


    Okay, so I have a basic HTML5 engine working that is still being updated to allow mods/extensions and whatnot and I even got it to work on the WiiU, so I think we are getting closer for this finally coming to fruition, but for now I'm gonna focus on restoring the IDE(which may be more important than the runner for some peoples)


    So building the GUI for the IDE has been fun thus far.

    Since the reboot of the IDE project it has been going splendid. I've been working on the main bars for the IDE(toolbar and button bar) and I say things are coming along nicely.

    Here is a couple of screenshots of how the new system looks(pre tab-system, log viewer and resource bar).




    Please note, there is currently no feature for debugging yet, as that can get pretty complicated.
    Last edited by Schizophretard; 02-24-2015 at 07:51 PM.

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