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  collision detection in grid  (Read 1037 times)
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Offline kemalenver

Senior Newbie




null pointer exception


« Posted 2003-02-13 19:23:16 »

Hi,
 i'm making a simulation that uses a grid.  So far I have implemented path finding, taking into consideration only terrain.  I need to be able to take into account other objects such as the characters however (problem is they arent necessarily in the same place they were when i check).  Do I need to create masks for my characters? or is there an easier way of doing it because I am using a grid?  Thanks for any help. Smiley
Offline JuddMan

Senior Member


Medals: 1


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« Reply #1 - Posted 2003-02-15 13:54:45 »

if you're worried about how long it would take to calculate the unit's path often enough for it to go around a moving object, you could do it in 2 stages. (this being just imho)

first calculate the terrain waypoints for the journey, then do a calculation every second or so between the units current location and the next waypoint.

0.5 - 1 second is probably short enough... the warcaft peons sometimes paused while walking if there was a lot of them trying to make their way to and from the gold mines.
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