Hopefully you've re-downloaded it.. (If your downloaded version has a constant val, then it's the correct one)..
I've changed it a bit..
I've defined a constant val to tweak the values ... Change its value to tweak the performance .. 40 (default) is pretty fine..
It's working pretty good ... Just the way I planned .. Without real motion planning...
What I wanted was for object A (A zombie) to move towards object B (The player), and if it came in contact with a solid object, he would move around it and continue to the player.
However, while the functions can be called in Studio/HTML5, they only do linear paths, and the zombies get caught on solid objects still."
As he is going to edit his game, I will be hosting it on my dropbox account soon..
(even though it's far less advanced than motion planning, it works quite fine)...
Basic Theoretical Concept
What is this goal thing you're telling??
Please define the term "try" ??
Is it this simple? Or, can you explain the concept in more details?
Real-life example 1 and solution (Well, not so real...)
Problem 2 (Based on example..)
|The rectangles represent bounding box of the sprites, which are of same dimensions|
Please note that this is a 2-D diagram though it may appear to be 3-D..
The line joining the center of both the sprites doesn't get obstructed by the RIP stone ...
But the two line joining the left-top and left-bottom end of the two sprites gets obstructed by the stone. So, the zombie can't move towards the human in linear motion without getting obstructed...
So, to make sure that the whole sprite can pass through, we need to do some more checking
If not, then only that point can be considered as a local goal...
What still needs to be done?
There is this one problem:
- The zombies tend to overlap each other to a high extent such that after few minutes many of them becomes recognizably one...