[project1dev] Re: feature request: navmesh tile relative position with an idea and example

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 17 Jun 2010 11:18:47 -0700

Ok, I gotcha I'll have to check that out. Forgot we had a navmesh_getTile
that gets the x,y. Thanks

On Thu, Jun 17, 2010 at 9:25 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Well you can use NavMesh_GetTile() to get the X,Y position of a specific
> navmesh tile so you can use that to tell the location of one tile in
> relation to another.
>
> Also i dont think you need to be able to get what tile a model is on to do
> the flag thing.  You have the flag position (ie the position of the flag
> model once it's placed) and then all you need to do is find out which tile
> that has a road on it is closest to the flag and start building from there
> (:
>  On Thu, Jun 17, 2010 at 8:06 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> I have been thinking about how I want to direct town growth. I think we
>> have all the tech I need to place a marker. Do we have the ability to
>> determine what navmesh tile a model is on? If not I will need that to. Once
>> we have the marker placed and the tile identified. I could compare it to my
>> last town growth tile and use the feedback to determine where to grow next
>>
>> I want to be able to detect the relative position of one navmesh tile to
>> another. I want to be able to select 2 tiles, FirstTile=0 SecondTile=25 Then
>> determine their relative postion of each other. This function could return 2
>> values. Something like
>>
>>  if SecondTile Yaxis > FirstTile Yaxis then return 1
>>  if SecondTile Yaxis < FirstTile Yaxis then return -1
>>  if SecondTile Yaxis == FirstTile Yaxis then return 0
>>  if SecondTile Xaxis > FirstTile Xaxis then return 1
>>  if SecondTile Xaxis < FirstTile Xaxis then return -1
>>  if SecondTile Xaxis == FirstTile Xaxis then return 0
>>
>> 1) I could compare a tile of already built road (ie city you have) with
>> where you place the marker
>> 2) Let's say the function returns 1,1
>> 3) I would then select a tile of road I already have and try to move 1 in
>> the X or 1 in the Y
>> 4) If the road already exists. goto 1 with new tiles for comparison
>> 5) If there is no road build a new one
>>
>> Let's say the first pass moves one to the Y. The next pass would then
>> return a function value of 1,0 and so the road would check 1 to the right
>> next.
>>
>
>

Other related posts: