Ant Patrol
Community Forums/Showcase/Ant Patrol
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Marching cubes + pathfinding https://youtu.be/-6wY2t5etkE Hello, months ago I've been implementing pathfinding on marching cubes using A* algorithm in Blitz3D. Recently I tried to make it multi-threaded using Blitzmax and OpenB3D. Here is the result so far : It still doesn't work perfectly with multi-threads, I have a lot of stuttering (not visible in the video), probably because of mutex or shared ressources but i'm working on it. Anyway, I'm wondering if there would be a better algorithm than A* for that ? The pathfinding data is based on terrain vertices, however it is similar to a grid (with a complex shape). There is no obstacle so maybe there is something faster than A* ? I plan to make an ant colony game from this base if I manage to get a robust pathfinding system. |
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Looks awesome, well done so far! I wouldn't get too hung up on performance, if it puts restrictions on the size of your levels then that can be a good thing. |
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looks awesome |
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Gobsmackingly good stuff, great work! |
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Yeh, that's really interesting. Don't think i've seen anything quite like it before. Looks like you have the makings there for a unique screensaver. Thumbs up. Great work. |
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Thanks for the feedbacks. Here is another video, creating some sort of roots and digging a nest : https://youtu.be/rJMEpLXszCI @skidracer Yes the level size is the major thing that can slow down everything, and an ant nest with dead ends is the worst case for A*... :D @Trinosis I hope it will become more than just a screensaver ! |
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Great stuff! Blast-off those alien ants hiding on our neighboring asteroids.. Could also be a really nice multi-player environment. (hint-hint ;-) |
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@Rick Nasher This could be an idea :) but I'd prefer to make something like the game "empire of the ants" (I spent days and nights on this game when I was a teen), or "empires of the undergrowth" wich looks promising, but with a real 3D nest. Multiplayer... with host switching ? :D Anyway, I've been able to boost the pathfinding performances so I can run 1000 ants smoothly with pathfinding, 2000 is still ok for pathfinding but not for the graphics... I'll have to learn how to render so much entities. |
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@Flanker Would you mind sharing where you got the information on doing marching cubes. I know the basics, but I'm stuck on the vert formatting. I have been reading this for the last few days : Tutorial This is looking great BTW!! |
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@FBEpyon I learned from the same source, Paul Bourke has a lot of interesting algorithms on his website. But I modified it a lot to suit my needs. Tell me exactly where you are stuck and i'll try to help you. |
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@Flanker I trying to work through the code still, I will let you know... Trying to simplify it is all. |
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Multiplayer... with host switching ? :D ;-) Would be good for Blitz's future though.. I found Unity's Multi-player host switching apparently isn't free of bugs(=being worked at) but is open source, whereas Photon's is bug-free but of course not open. Anyway good luck with your quest. Just watched some vids for never heard of "empires of the ants/undergrowth" before. Interesting idea, should be great fun to play/see. |
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@Flanker>>impressive terrains/caves you have made here, and with the pathcalculation pathfollowing ! Really good ! Congrats. |
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Can you add fire ants? Normal ants might be too cute. :) |
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@RemiD Thank you :) @Grisu There are no cute ants I think, all species actually on earth survived millions of years with different behaviours. But yes, fire ants would be one of the main species for a game. |