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Hi,
this is a littly proof of concept I threw together. It's a device that can compute the quickest path to a goal on any surface, in this case a 16x16 plane. It supports a "difficulty" of terrain, meaning traversing 1 block of grass costs 2 points while stone is like 16 (or 32.. hm). I included some neat little gadgets to allow you to quickly draw a cool little maze or beautiful landscape.
Then just reset the path and let it compute again and you can spawn in some zombies anywhere and they will walk the quickest way to the goal. keep in mind their speed is actually not dependend on the difficulty of the terrain, its always the same...
Like I said, nothing fancy, just showing of scoreboard and execute features :)
Download if you want to play around with it but don't expect something incredibly user-friendly. Wasn't built with that in mind.
hf,
-Andy_3494
btw. I have a plants v zombies thingemebob somewhere.. although I never built a timeline to spawn zombies. so you would need a friend to spawn in a "fair" amount of zombies while you grind suns and build defenses.. let me know if you care :)
*(it's just the first world, so the first like 8 flowers and 4-ish zombie types)
have a nice day/night
-Andy_3494
downloads:
Pathing_RC_1.0: https://drive.google.com/file/d/0B1X54TEuF8OBYVpfNlJwd2JQQkk/
Pathing_RC_1.1: https://drive.google.com/file/d/0B1X54TEuF8OBZE04X2FYOEw5T2s/
Pathing_RC_1.2: https://drive.google.com/file/d/0B1X54TEuF8OBbHZRVXdYR0dNZWM/
this is a littly proof of concept I threw together. It's a device that can compute the quickest path to a goal on any surface, in this case a 16x16 plane. It supports a "difficulty" of terrain, meaning traversing 1 block of grass costs 2 points while stone is like 16 (or 32.. hm). I included some neat little gadgets to allow you to quickly draw a cool little maze or beautiful landscape.
Then just reset the path and let it compute again and you can spawn in some zombies anywhere and they will walk the quickest way to the goal. keep in mind their speed is actually not dependend on the difficulty of the terrain, its always the same...
Like I said, nothing fancy, just showing of scoreboard and execute features :)
Download if you want to play around with it but don't expect something incredibly user-friendly. Wasn't built with that in mind.
hf,
-Andy_3494
btw. I have a plants v zombies thingemebob somewhere.. although I never built a timeline to spawn zombies. so you would need a friend to spawn in a "fair" amount of zombies while you grind suns and build defenses.. let me know if you care :)
*(it's just the first world, so the first like 8 flowers and 4-ish zombie types)
have a nice day/night
-Andy_3494
downloads:
Pathing_RC_1.0: https://drive.google.com/file/d/0B1X54TEuF8OBYVpfNlJwd2JQQkk/
Pathing_RC_1.1: https://drive.google.com/file/d/0B1X54TEuF8OBZE04X2FYOEw5T2s/
Pathing_RC_1.2: https://drive.google.com/file/d/0B1X54TEuF8OBbHZRVXdYR0dNZWM/
| Progress | 100% complete |
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2 Update Logs
RC_1.2 : by Andy_3494 07/24/2014 3:59:41 pmJuly 24, 2014 @ 7:59 pm UTC
*There is a new scoreboard operation "<". who knew.. new pathing algorithm. so much faster, so much better. now as good as any actual code.
*Different code to move zombies. I think it looks the same but takes 3 times less computations..
*reduced the amount of scoreboards to like 10%-ish. Not sure if noticable, i guess not
Enjoy
*Different code to move zombies. I think it looks the same but takes 3 times less computations..
*reduced the amount of scoreboards to like 10%-ish. Not sure if noticable, i guess not
Enjoy
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