Arma Tactics takes the best from the popular strategy genre... and goes mobile. The finest assets used in the critically acclaimed Armaâ„¢ series on PC now come to life on the Android mobile platform, in one of the best looking mobile games to date.
Take On Mars places you in the seat of a Rover Operator, allowing you to control the various, fully simulated mobile Rovers and stationary Landers. With this scientific arsenal at your disposal, you will work your way through the numerous Science Missions in each location, unlocking the secrets of Mars' distant past.
For discussions not strictly related to our games. Topics should ideally still be related in some way, for example: military, politics, science. Note that just because this is for offtopic it's not a case of "anything goes", silly topics and especially topics which don't have any scope for discussion will be closed/deleted.
2 algorithms 2 problems...AFAI understand:
Dijkstra - calculates a shortest path solution for all nodes until the end node shortest path is calculated. very time consuming but I ll do an implementation of it
A* - does it much better for 1 floor but if you have more floors then you ll probably get wrong (much longer) shortest path solutions. I think about to implement a stair detection in it and calculate shortest paths floorwise only. but idk if I get that work.
@johnnyboy if u have some sample data of nodes (including positions as ASL format) and connections lists in future then it would be nice for me to have it 😉
aah right, thanks to gunters yt guide i actually signed it, just placed the key wrong=)
you can DL it from here and I will place it properly in v2.0;)
Thanks for the heads up both of you!
Thanks Pierre. Full disclosure: I don't know d*** about calculating paths, and am terrible at math in general. So I trust you guys' input on this. Once we have nodes defined for buildings, we will try realtime path calculation for building paths. If that is too slow, then we will have to run the path calculations per building and store them in an array library to include with the script set/mod (so at game run-time, all building search paths have been pre-calculated).