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2014 Connected Pylons 2011 prototype Online Demo
(December 1, 2011)
2009 prototype Forum

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Pat AfterMoon

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Hobbyist Game Developer: Pat AfterMoon's blog




August 30, 2014

Connected pylons: LD#30 Compo post mortem


Here is a post mortem for my LD#30 Compo entry: Connected Pylons.
It was my first Ludum Dare contribution. Here in France, the start time was Saturday 3am, so Wednesday, I decided to go to bed early for being in fine fettle. After wake up, I've looked at the theme and... damned no inspiration! I took my breakfast, no inspiration. I went for a walk in the woods near my home, no inspiration. I searched "connected worlds" with Google and Google image, no inspiration.

Finally, I gave up. At last I decided to use my time for fun and create an old school puzzle/arcade game.
And then, inspiration come, it was 4h after wake up!

At first, I created an empty project with Unity3D and put some cubes and spheres to visualize the concept.
The green player will have to push cubes to create a connection between an enlighten pylon and a dark one, and then the newly enlighten pylon will connect the player to the next world (level). If I have enough time, I'll implement bad red guys.
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January 20, 2014

Porting the Pathfinding Unity Mecanim example to A-Star


Ground vehicle in action While working on my project, I've looked at Mecanim for the animation of my AI agents. Here is my first try at using Mecanim with Aron Granberg A* Pathfinding Project.

step 1 : Take the "Nav Mesh Example" scene from Unity Mecanim Example Scenes.

step 2 : Import the free version of Aron Granberg A* Pathfinding in the project, and add a A* Pathfinding graph. For my test, I've used the 3.4.0.5 version, and I've added a GridGraph of 160 x 120 with a node size of 0.4 and with a center at 0;0;0.

step 3 : Create a script named AgentAStar.cs with the code linked.

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February 16, 2013

A Star PathFinding by Aron Granberg

I've tried to work with the builtin Unity Pro Navmesh and Pathfinding system. But finally I have changed my mind and choosen another solution. For my project, the builtin system was too limited, and the impossibility to recreate a navmesh at runtime with a generated terrain was blocking.
A* Pathfinding project I have choosen the addon A* Pathfinding Project by Aron Granberg. This package is really great, the source code provided is well written and the documentation is excellent. It allows PointGraph, GridGraph, NavMesh, Reciprocal Velocity Obstacle (RVO avoidance) and can recast any pathfinding graph at runtime. Not to mention the support provided by the author on his own forum. For me, it is the better Pathfinding solution available for Unity 3D.
The RVO system was mainly implemented by Aron Granberg with NavMesh in mind. For my project, I can add and change obstacles at runtime, so GridGraph is more appropriate. Then, I have completed the system myself. My own add-on is available here with source code: RVONavmesh equivalent for GridGraph . Since my contribution, Aron has given me the access to his private Git repository. I hope to contribute more to this wonderful software in the future.


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