Blog/lib Path Finder

I'll try to bring you up to speed on some things here: i'm currently writing my master's thesis on Atificial Intelligence (for some progress see http://www.cs.auc.dk/~rto/spec/) and have, together with my fellow student, decided to use the former Baal engine for the game we wish to make.

The Baal engine has already overgone some major refactoring in the past (among others being split into libIso3D and Odin) but never really got underway. And since the current project could benefit from having a truly massive world (being an implementation of J.R.R. Tolkien's Lord of the Rings) the old way of dealing with the game world as a grid of tiles didn't really work out.

If we imagined that each tile would be 1x1 meters, then having a whole world would be too much for a normal computer, so another approach had to be taken. Which led us to the QuadTree, a representation of the world where the world is constantly divided into smaller parts as more objects are added. Which brings me to the reason for this bloody long entry.

libPathFinder is now a general "managing-objects-in-a-game" library, supporting objects in a quadtree, calculates collisions between these objects and will also feature A* pathfinding in the tree, however pathfinding is not integrated yet, but it should be a push-over.

And after the happy arrival of libtool 1.5.2-2 debian package, i could finally get the Automake+Autoconf build system to do right. So it's just a matter of downloading the tar file, and doing the usual ./configure --prefix=/usr/local/stow/libpathfinder-0.1.0pre1

      make distcheck

runs perfectly, and ends with:

      -------------------------------------------------------
      libpathfinder-0.1.0pre.tar.gz is ready for distribution
      -------------------------------------------------------

Wonderful!


CategoryBlog

Blog/libPathFinder (last edited 2004-03-31 02:50:00 by RasmusToftdahlOlesen)