BlenderPeople Development

Tracking the development of the BlenderPeople script suite.

Tuesday, December 21, 2004

Wow, it's great to be working with Blenderpeople again.

Tonight, I put in the hooks for A* pathfinding for commanders and selected actors. I also wrote the algorithms and pseudocode for the actual implementation, and I'll code them in tomorrow, if I don't forget my notes in the wrong coat pocket. While doing that, I made a couple of enhancements, including preliminary support for actors who may not be affected by the terrain (flying creatures, ghosts, etc.) It's not full 3D actor support, but it just might look like it. Right now, actors consider themselves only part of a 2D playing field even though they act in 3D space.

I'm also working on fixing the problems people have had with the new MySQL installer that requires a little more involved MySQL configuration. I'll also be doing some speed tests with different configurations - DB hosted on a seperate machine over a fast network - DB and BlenderPeople running on a dual processor machine (I have access to several) - stuff like that so I can make some speed and config recommendations for future users.

posted by Roland  # 6:54 PM
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