Intel sponsors gamedev.net search:
The site is presently in a read-only mode while we perform some internal maintenance. Thank you for your patience.
Control Panel Register Bookmarks Who's Online Active Topics Stats FAQ Search


Get to know comfy chair...  
Full Name  
Nickname comfy chair 
State/Province, Country
Contact Info
Homepage URL  
ICQ ID  
AIM ID  
Yahoo IM ID  
Current Occupation
Job Title  
Job Description  
Other Interesting Details
Rating 1000  (Rate this user)
Number Of Posts
In our forums
3  
Member Since 1/5/2011 12:48:47 PM
ContributionsContact Us if a contribution of yours isn't listed
Send a Private Message to this user...

Some recent topics started on our forums
Tiled map abstraction I have a 2d tiled map that I would like to create an abstracted movement graph for. The purpose is to be able to make fast checks on movement distance and accessibility between any 2 points in the map. Performance of recomputing the graph is... 
Posted January 5, 2011 1:18:12 PM
View All Topics Started By This User

Some recent replies made on our forums
Tiled map abstraction On his site: http://www.chrisjurney.com/ in the slide presentation "Dealing with destruction", the first images show sectors (what I called regions). They are quite small, only 10 tiles radius or so. It isn't explained how he generated... 
Posted January 6, 2011 4:27:56 PM
Tiled map abstraction Quote:Original post by Kevin Dill One other thought... my first thought would be to use flood fill, and then divide any large regions up (or just put a limit on how far you allow the flood fill to go out when creating each region). Good idea... 
Posted January 6, 2011 3:18:23 PM
View All Replies Made By This User