Game Development Community

Gabriel Notman's Resources

Path Finding Resource Update: Dijkstra, A Star and Best First pathfinding solution

An updated version of this resource: http://garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=13326 A few bugs have been fixed and some demo scripts have been added to make it easier to use. Including integration into starter.fps (1.5.2) with a demo mission.

Author Gabriel Notman Date 04/03/2008 (5:29 pm) Comment 53 comments

64bit math library for TorqueScript

A set of math functions that allow numerical manipulation with 64bit precision (double) in TorqueScript. For cases when more then 6 digits of precision are required.

Author Gabriel Notman Date 09/26/2007 (7:55 pm) Comment 2 comments

Dijkstra, A Star and Best First pathfinding solution (pre-comipled or real-time)

A code based path finding solution based on markers within a specialized simgroup. Supports Dijkstra, A Star and Best First methods, both real-time and pre-calculated.

Author Gabriel Notman Date 08/23/2007 (11:41 pm) Comment 26 comments

Custom FX object

Fx object which can be based on a shape. Stays a set distance from the camera and can be scaled, rotated and moved. (The position defines the distance from the camera, elevation and direction (NESW). Created in TGEA and supports materials (I have tested it with a refraction material/shader). Problems: It currently clips the terrain if the object is closer then the said terrain. I've tried rendering it prior to the terrain using the render instance manager, with z writing disable. This did not work as I expected. And so I have changed the far clipping distance for this object, to a very high value to allowing you to place it behind the furthest visible objects. Hacky but it should work. Gabe

Author Gabriel Notman Date 06/20/2007 (3:41 pm) Comment 7 comments