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Problems with Wave Propogation

Last post 11/08/2009 23:52 by willthiswork89. 2 replies.
  • 11/08/2009 14:13

    Problems with Wave Propogation

    Hello all, my game has been using wave propogation for quite some time flawlessly, however i have added boats to the game that give users the ability to travel on water  and this is causing huge problems because of the way wave propogation works, sometimes it wont find a path on all water, because it will find its point on the other side of the water and it will hit land because it is the shortest path... I think i need to move to a* so that i can "weigh" and make water the best path when on a boat, and land when on land. but im not sure how to convert wave propogation to a*.
  • 11/08/2009 16:52 In reply to

    Re: Problems with Wave Propogation

    I am assuming you're using wave propagation for path finding -- your post didn't say. (You could also be using wave propagation for, for example, animating waves on the water...)

    Wave propagation for path finding can still work, as long as you do not consider land cells when you're moving using a boat.
    Jon Watte, Direct3D MVP
    Tweets, occasionally
    kW X-port 3ds Max .X exporter
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  • 11/08/2009 23:52 In reply to

    Re: Problems with Wave Propogation

    jwatte, yet wave propogation for path finding. The problem with what your saying is the user needs to be able to dismount onto land. so they need to have the ability to click land and send a unmount request to the server. this is where the problem is, what happens is it finds the goal, going from point to point and if there is land in between, the user will dismount the boat where land meets water because its closest route to the path. i believe a* will allow me to "weigh" and add extra weight to land so that it will only take it when there are no other options to getting to that location.
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