astar21

Path-finding is really an interesting topic and luckily there is loads of information available on the Internet. Implementing the algorithm, however,  is a different thing. Don’t get me wrong. The algorithm itself is pretty easy to digest. Making it fast and efficient is a bit harder. That would involve advanced data structures,  some pre calculations and probably more. Anyway, here’s what I managed to put together. It uses Vector class so FP10 is needed.

Notes about the settings

Map mode:
In this mode you can modify the tiles. White tile equals to “walkable“. Click on a tile to toggle its state.

Path mode:
In this mode you can select the starting and ending points of the path.

Use Manhattan method:
Manhattan method is a fast (thus more inaccurate) method for calculating the distance  between two points. It is the total number of squares moved horizontally and vertically to reach the target square from the current square, ignoring diagonal movement and any obstacles that may be in the way. If this option is unchecked Euclidean Method will be used instead. It is slower but better.

Read more

brainman2

Don’t ask me about the name / post title :) .

Here is demo I made at Talvi Digital a few weeks ago. I got the idea from Audis microsite.

I guess there a few ways you can do this but here’s my solution. I did this demo by reading the models geometry (vertices) into an array. Then I mapped the points to the corresponding positions in 3D space and added the “avoid mouse” behavior. You can do pretty impressive effects with this technique.

wild_driver_chase

Here a variation of the Wild Driver game demo. I guess the top-down view works much better but this is quite fun too. :)
Take a test drive.

artillery

Here is my variation of the well known Artillery Game. This is only a single player implementation so it’s pertty lame. But give it a try let me know what you think about it.

SOURCE: Artillery Source Files

wild_driver

Pedal to the metal. No cops in this town. ;)
APE Engine is responsible for the physics.