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SFML projects / Unnamed Project: Top-Down 2D Game
« on: March 01, 2016, 04:19:21 am »
Currently the game are under development, uses Box2D for physics and 'TMX Parser Lib' for read 'tmx' maps (yep.. I use tiled map editor).
The map can be virtually 'infinite' (clipping and using quadtree), in this video I only spawn 7 A.I Players.. can see that the 'clipping' method doesn't looks bad...
For 'cars' A.I Players.. i'm currently using an a bad "A+ Pathfinding" implementation :S (need be reworked)... with Manhattan heuristic.
The lighting system it's very simple but works pretty good
only use a sprite for create the spot light and a 'RenderTexture' for generate the lightmap.
For tile map rendering i'm using textures with size power of two and vertex array.
The Particle system is the same that i made for 'FingerShip' game... but with possibility for define light particles.
http://www.youtube.com/watch?v=12FQuLDxAP8
Cheers!
** Sry for my bad english :\
The map can be virtually 'infinite' (clipping and using quadtree), in this video I only spawn 7 A.I Players.. can see that the 'clipping' method doesn't looks bad...
For 'cars' A.I Players.. i'm currently using an a bad "A+ Pathfinding" implementation :S (need be reworked)... with Manhattan heuristic.
The lighting system it's very simple but works pretty good

For tile map rendering i'm using textures with size power of two and vertex array.
The Particle system is the same that i made for 'FingerShip' game... but with possibility for define light particles.
http://www.youtube.com/watch?v=12FQuLDxAP8
Cheers!
** Sry for my bad english :\