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Re: [Advent-devel] uses of advent
From: |
Ingo Ruhnke |
Subject: |
Re: [Advent-devel] uses of advent |
Date: |
21 Oct 2002 13:00:37 +0200 |
User-agent: |
Gnus/5.09 (Gnus v5.9.0) Emacs/21.2 |
"Frank W. Samuelson" <address@hidden> writes:
> I've been thinking of using advent to make some maze games for my
> son, where he must make a character walk through a maze. From the
> cosmos example, making a 2-D maze seems relatively simple.
>
> But I was wondering if there is a way to do something like this:
> http://www.merrill-samuelson.com/ex.png where the shaded region is a
> bridge, for example. The character can both walk on the bridge and
> under the bridge, but not off the sides.
Currently something like that is not possible, since the walk-map is
just a simple flat 2D map, with no extra-tags or special colors to
mark such a region. But there are two solutions which could be
implemented:
1) create a 3D-navigation-mesh out of polygons and triangles, so that
the connection from one triangle to another one would show which
paths are walkable and which aren't, instead of simply having a 2d
projection. This would require a special editor for the polygon
data and a bit pathfinding code inside the engine. I am going to
implement this at some point, but probally not in the near future.
Anyway, this is what would solve this and a lot of other problems.
2) A quick&dirty workaround would be to have trigger-regions
(currently not implement, but that should be pretty easy). So you
would have a colmap without the brigde in it and another colmap
with only the bridge in it. You would place trigger-regions at the
start and at the end of the bridge and once the player walks into
such a region a trigger could get issued, which would switches from
the non-bridge colmap to the bridge-colmap. Once the player is
going to leave the bridge it would switch the colmap back.
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