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<channel>
	<title>Jaketastic</title>
	<atom:link href="http://jaketastic.com/blog/feed/" rel="self" type="application/rss+xml" />
	<link>http://jaketastic.com/blog</link>
	<description>Jake's Blog</description>
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			<item>
		<title>MechJeff.com</title>
		<link>http://jaketastic.com/blog/mechjeff-com/</link>
		<comments>http://jaketastic.com/blog/mechjeff-com/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 21:30:27 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[family]]></category>
		<category><![CDATA[mechjeff.com]]></category>

		<guid isPermaLink="false">http://jaketastic.com/blog/?p=306</guid>
		<description><![CDATA[My cousin Jeff needed a site to show off his cool craft creations, so I made him one! If you happen to need a skilled welder, and fabricator and mechanic to build anything you can imagine for your home or business, he&#8217;s the man to contact.
]]></description>
			<content:encoded><![CDATA[<div id="attachment_307" class="wp-caption alignright" style="width: 305px"><a href="http://mechjeff.com" target="_blank"><img class="size-full wp-image-307   " title="mechjeff" src="http://jaketastic.com/blog/wp-content/uploads/2010/03/mechjeff.jpg" alt="" width="295" height="244" /></a><p class="wp-caption-text">MechJeff.com</p></div>
<p style="text-align: left;">My cousin Jeff needed a site to show off his cool craft creations, so I made him one! If you happen to need a skilled welder, and fabricator and mechanic to build anything you can imagine for your home or business, he&#8217;s the man to contact.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Voronoi shattering complete!</title>
		<link>http://jaketastic.com/blog/voronoi-shattering-complete/</link>
		<comments>http://jaketastic.com/blog/voronoi-shattering-complete/#comments</comments>
		<pubDate>Thu, 26 Nov 2009 05:15:03 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Flash Game]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[glaze physics]]></category>
		<category><![CDATA[voronoi]]></category>

		<guid isPermaLink="false">http://jaketastic.com/blog/?p=278</guid>
		<description><![CDATA[With the wonderful Voronoi implementation by Alan Shaw I&#8217;ve managed to get the destructible blocks in my game crumbling in an elegant manner. The initial shattering of the breakable blocks splits them into the convex Voronoi regions, subsequent breaks are less complicated.

go to demo
Demo Controls:
WASD=move direction .. SPACEBAR=shoot bullets .. T=tractor beam .. ESC=menu/pause
click-&#62; &#8217;start [...]]]></description>
			<content:encoded><![CDATA[<p>With the wonderful Voronoi implementation by <a title="nodename.com blog" href="http://nodename.com/blog/" target="_blank">Alan Shaw</a> I&#8217;ve managed to get the destructible blocks in my game crumbling in an elegant manner. The initial shattering of the breakable blocks splits them into the convex Voronoi regions, subsequent breaks are less complicated.</p>
<p><a title="Click here to try out the demo" href="http://jaketastic.com/game/NewProject.swf" target="_blank"><img class="alignnone size-full wp-image-280" title="Screenshot" src="http://jaketastic.com/blog/wp-content/uploads/2009/12/recent_scn.png" alt="Screenshot" width="551" height="567" /></a><br />
<a title="yes, click here or that large image above " href="http://jaketastic.com/game/NewProject.swf" target="_blank">go to demo</a><br />
Demo Controls:</p>
<p>WASD=move direction .. SPACEBAR=shoot bullets .. T=tractor beam .. ESC=menu/pause</p>
<p>click-&gt; &#8217;start new game&#8217;, then, click-&gt; &#8216;load test area&#8217;</p>
<p>Other new features include keyframed animation of physical objects, a new wall-hugger enemy type(he&#8217;s still buggy), some sounds, exits and entrances, a new control scheme for low gravity maps that uses the mouse to control direction, and numerous other things.</p>
<p>With such a wonderfully destructible environment I hope to put to good use my crazy <a title="my blog post on path finding" href="http://jaketastic.com/blog/further-down-the-ray-cast-path/" target="_blank">ray-casting-path-finding experiments</a>. I&#8217;m sure there is some overlap with voronoi and path finding here as well.</p>
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		<item>
		<title>Flash Slideshow for pods, etc.</title>
		<link>http://jaketastic.com/blog/flash-slideshow-for-pods-etc/</link>
		<comments>http://jaketastic.com/blog/flash-slideshow-for-pods-etc/#comments</comments>
		<pubDate>Thu, 03 Sep 2009 19:11:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[pods plugin]]></category>
		<category><![CDATA[wordpress]]></category>

		<guid isPermaLink="false">http://jaketastic.com/blog/?p=199</guid>
		<description><![CDATA[I&#8217;ve made a simple slide show in flash to work with the pods plugin for wordpress. In principle, you can use the slide show in any situation, because it uses a &#8216;magic&#8217; string to get the images, links etc it needs to load.
The compiled .swf is just under 4kB and uses a config_slideshow.txt file to [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve made a simple slide show in flash to work with the pods plugin for wordpress. In principle, you can use the slide show in any situation, because it uses a &#8216;magic&#8217; string to get the images, links etc it needs to load.</p>
<p>The compiled .swf is just under 4kB and uses a config_slideshow.txt file to get itself started.</p>
<p>The slideshow.swf looks for config_slideshow.txt in the same directory (as itself) and loads some configuration variables from it. (Don&#8217;t rename slideshow.swf or config_slideshow.txt.) The config_slideshow.txt will look like this:</p>
<div class="codesnip-container" >
<div class="html4strict codesnip" style="font-family:monospace;">url=http://your domain.com/flash_slideshow/<span class="sc1">&amp;delay=6&amp;suppressLoadInfo=false&amp;linkText=Click here to learn more.</span></div>
</div>
<p>The format for the magic string the slideshow will read is:</p>
<div class="codesnip-container" >
<div class="html4strict codesnip" style="font-family:monospace;">title of image^http://my domain.com/path_to_image.jpg.gif.png.bmp^http://link when you click the linkText^image description text in simple html or txt#<span class="sc2">&lt;<a href="http://december.com/html/4/element/br.html"><span class="kw2">br</span></a>&gt;</span><br />
title of image2^http://my domain.com/path_to_image2.jpg.gif.png.bmp^http://link when you click the linkText^<br />
image description text in simple html or txt#<span class="sc2">&lt;<a href="http://december.com/html/4/element/br.html"><span class="kw2">br</span></a>&gt;</span></div>
</div>
<p>etc&#8230;<br />
You can see the magic string uses carrots &#8220;^&#8221; and &#8220;#&lt;br&gt;&#8221; to break into usable data. The order of the elements in the magic strings is important, but you may leave an element blank if you like: &#8220;^^&#8221;</p>
<p>Here is an example with intentional missing images to show how errors are handled:</p>

		<span class="flash">
		<object width="400" height="300">
			<param name="movie" value="http://jaketastic.com/blog/wp-content/themes/jaketastic/slideshow.swf"></param>
			<param name="allowFullScreen" value="true"></param>
			<param name="allowscriptaccess" value="always"></param>
			<embed src="http://jaketastic.com/blog/wp-content/themes/jaketastic/slideshow.swf" type="application/x-shockwave-flash"allowscriptaccess="always" allowfullscreen="true" width="400" height="300"></embed>
		</object>
		</span>
		
<p>Here are the files:</p>
<p><a href="http://jaketastic.com/blog/wp-content/uploads/2009/09/slideshow.zip">Flash slideshow files and source</a></p>
<p>Still to do:<br />
back/forward buttons. + configure in config_slideshow.txt file.<br />
Fullscreen button. + on/off in config_slideshow.txt file.<br />
Play music .mp3 or midi with the slideshow. +config_slideshow.txt file controlled.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<title>Cracking the crumble.</title>
		<link>http://jaketastic.com/blog/cracking-the-crumble/</link>
		<comments>http://jaketastic.com/blog/cracking-the-crumble/#comments</comments>
		<pubDate>Sat, 01 Aug 2009 11:11:37 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Flash Game]]></category>
		<category><![CDATA[destructable environments]]></category>

		<guid isPermaLink="false">http://jaketastic.com/blog/?p=165</guid>
		<description><![CDATA[With any luck, I&#8217;ll be able to put my pathfinding explorations to good use with this destructable 2D environment.
This screenshot really does not do justice to what is going on here.  Polygons are breaking all over the place. Also, loot is dropping.

]]></description>
			<content:encoded><![CDATA[<p>With any luck, I&#8217;ll be able to put my pathfinding explorations to good use with this destructable 2D environment.</p>
<p>This screenshot really does not do justice to what is going on here.  Polygons are breaking all over the place. Also, loot is dropping.</p>
<p><a href="http://jaketastic.com/blog/wp-content/uploads/2009/08/crumble.png"><img class="alignleft size-medium wp-image-186" title="crumble" src="http://jaketastic.com/blog/wp-content/uploads/2009/08/crumble-300x253.png" alt="crumble" width="300" height="253" /></a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>BridgeCityPM.com</title>
		<link>http://jaketastic.com/blog/bridgecitypm-com/</link>
		<comments>http://jaketastic.com/blog/bridgecitypm-com/#comments</comments>
		<pubDate>Tue, 21 Jul 2009 00:25:25 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[pods plugin]]></category>
		<category><![CDATA[web development]]></category>
		<category><![CDATA[wordpress]]></category>

		<guid isPermaLink="false">http://jaketastic.com/blog/?p=179</guid>
		<description><![CDATA[I&#8217;ve made a more complicated Wordpress website using the excellent pods plugin.
BridgeCityPM.com

]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve made a more complicated Wordpress website using the excellent <a href="http://pods.uproot.us" target="_blank">pods plugin</a>.</p>
<p><a href="http://BridgeCityPM.com" target="_blank">BridgeCityPM.com</a><br />
<a href="http://bridgecitypm.com" target="_blank"><img class="alignleft size-medium wp-image-182" title="bridgecitypm.com_screenshot" src="http://jaketastic.com/blog/wp-content/uploads/2009/07/bridgecitypm.com_screenshot-300x253.png" alt="bridgecitypm.com_screenshot" width="300" height="253" /></a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>SpeechTherapyPDX.com</title>
		<link>http://jaketastic.com/blog/speechtherapypdx-com/</link>
		<comments>http://jaketastic.com/blog/speechtherapypdx-com/#comments</comments>
		<pubDate>Wed, 20 May 2009 20:52:47 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[web development]]></category>
		<category><![CDATA[wordpress]]></category>

		<guid isPermaLink="false">http://jaketastic.com/blog/177/</guid>
		<description><![CDATA[I&#8217;ve made another simple wordpress site.
speechtherapypdx.com

]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve made another simple wordpress site.</p>
<p><a href="http://speechtherapypdx.com" target="_blank">speechtherapypdx.com</a></p>
<p><a href="http://speechtherapypdx.com" target="_blank"><img class="alignleft size-medium wp-image-175" title="speechtherapypdx.com_screenshot" src="http://jaketastic.com/blog/wp-content/uploads/2009/05/speechtherapypdx.com_screenshot-300x291.png" alt="speechtherapypdx.com_screenshot" width="300" height="291" /></a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Floralsunshine.com</title>
		<link>http://jaketastic.com/blog/floralsunshinecom/</link>
		<comments>http://jaketastic.com/blog/floralsunshinecom/#comments</comments>
		<pubDate>Wed, 29 Apr 2009 03:41:06 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[web design]]></category>
		<category><![CDATA[web development]]></category>
		<category><![CDATA[wordpress]]></category>

		<guid isPermaLink="false">http://jaketastic.com/blog/?p=129</guid>
		<description><![CDATA[
I made a simple wordpress site for a friend: floralsunshine.com
She was delighted with the way it came out, even though I was rushed into completing most of it in one day!
]]></description>
			<content:encoded><![CDATA[<p><a href="http://floralsunshine.com" target="_blank"><img class="size-full wp-image-138 alignnone" title="floral-sunshine" src="http://jaketastic.com/blog/wp-content/uploads/2009/05/floral-sunshine.png" alt="floral-sunshine" width="297" height="267" /></a></p>
<p>I made a simple wordpress site for a friend: <a href="http://floralsunshine.com">floralsunshine.com</a><br />
She was delighted with the way it came out, even though I was rushed into completing most of it in one day!</p>
]]></content:encoded>
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		<item>
		<title>Everyone is FLARTing!</title>
		<link>http://jaketastic.com/blog/everyone-is-flarting/</link>
		<comments>http://jaketastic.com/blog/everyone-is-flarting/#comments</comments>
		<pubDate>Sat, 04 Apr 2009 01:33:30 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Flash Development]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[Augmented Reality]]></category>
		<category><![CDATA[computer vision]]></category>
		<category><![CDATA[FLART]]></category>

		<guid isPermaLink="false">http://jaketastic.com/blog/?p=111</guid>
		<description><![CDATA[I&#8217;ve recently had some interesting dicussions with my friend John about the possibilities of Augmented reality + video projectors for live events. In addition to my recent research with SwisTrack and Blender3D I&#8217;ve jumped on the bandwagon with every other flash developer and tinkered with the FLART toolkit. I havn&#8217;t gotten much further than a [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve recently had some interesting dicussions with my friend John about the possibilities of <a href="http://en.wikipedia.org/wiki/Augmented_reality" target="_blank">Augmented reality</a> + video projectors for live events. In addition to my recent research with <a href="http://www5.epfl.ch/swis/page3080.html" target="_blank">SwisTrack</a> and <a href="http://www.blender.org/" target="_blank">Blender3D</a> I&#8217;ve jumped on the bandwagon with <a href="http://www.squidder.com/2009/03/06/flar-how-to-multiple-instances-of-multiple-markers/" target="_blank">every</a> <a href="http://drawlogic.com/2009/03/16/as3-version-of-opencv-for-facial-detection-web-cam-object-detection-head-tracking-3d-library-integration-and-more-with-open-computer-vision-library/" target="_blank">other</a> <a href="http://blog.jwwisman.nl/2009/03/23/flartoolkit-single-multiplemarker-detection/" target="_blank">flash</a> <a href="http://flash.tarotaro.org/blog/2008/12/14/artoolkit-marker-generator-online-released/" target="_blank">developer</a> and tinkered with the <a href="http://groups.google.com/group/flartoolkit-userz?pli=1" target="_blank">FLART toolkit</a>. I havn&#8217;t gotten much further than a working compile of the source with a few custom triggered events on my own patterns, but when I get around to cracking open Blender and get a few of my own models and textures <a href="http://www.rozengain.com/blog/2008/01/02/export-your-blender-objects-straight-to-away3d-papervision3d-and-sandy/" target="_blank">exported</a> to .as my I can probably motivate myself to do some more experiments with it.</p>
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		<title>Further down the ray-cast path..</title>
		<link>http://jaketastic.com/blog/further-down-the-ray-cast-path/</link>
		<comments>http://jaketastic.com/blog/further-down-the-ray-cast-path/#comments</comments>
		<pubDate>Sat, 28 Mar 2009 08:26:12 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Flash Game]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[pathfinding]]></category>
		<category><![CDATA[ray casting]]></category>

		<guid isPermaLink="false">http://jaketastic.com/blog/?p=97</guid>
		<description><![CDATA[Still very primative, but more progress has been made.

WASD, spacebar
P to attempt path solution
R casts a ray at the mouse and shows the first sidewalk.
The enemy will stop if it is to far offscreen.  It helps if you resize the flash window to make it bigger.
To avoid needless backtracking and cut corners when possible, extra [...]]]></description>
			<content:encoded><![CDATA[<p>Still very primative, but more progress has been made.<br />
<a title="pathfinding flash game #2" href="http://jaketastic.com/pfind2.swf" target="_blank"><img class="alignleft size-full wp-image-103" title="path2-demo1" src="http://jaketastic.com/blog/wp-content/uploads/2009/03/path2-demo1.png" alt="path2-demo1" width="517" height="361" /></a><br />
WASD, spacebar</p>
<p>P to attempt path solution<br />
R casts a ray at the mouse and shows the first sidewalk.<br />
The enemy will stop if it is to far offscreen.  It helps if you resize the flash window to make it bigger.</p>
<p>To avoid needless backtracking and cut corners when possible, extra tests are now performed each time a way point is reached. These tests  cast more rays at way points further down the list. The furthest way point touched without obstruction will become the next way point and the points in between discarded. Every second or third way point reached will probably need to trigger a completely new path finding solution, because of the time it takes to travel that far.</p>
<p>I&#8217;ve added a coefficient of average obstacle size that for now is just a variable, but might (eventually) be set automatically after a few solution attempts. The coefficient helps by hinting when the path should to turn off the &#8217;sidewalk&#8217;. In spaces with small obstacles, you&#8217;ll want to get off the sidewalk sooner and the coefficient will be smaller.</p>
<p>It turns out, that a sparse,  empty space is ill suited to the ray casting approach, because it relies on bouncing rays off walls. Luckily, featureless spaces are simple in every other way, and often require no path finding whatsoever.</p>
<p>I&#8217;ll need to do some observation and tests to determine what order of left or right turns in a row is most likely to make progress towards the destination.  I&#8217;d like to think that a lot of this can be done at runtime, but I need to be careful not to push this project towards the <em>informed</em> sort of pathfinding. I&#8217;m determined to keep the AI in the first person. It will have to learn it&#8217;s own space by casting &#8216;learning rays&#8217;. A lot of the tests I&#8217;ll need to make will be towards finding the important characteristics of obstacle filled spaces, and hopefully finding a few soft rules to follow.</p>
<p>It&#8217;s fun to program a solution with such unpredictable results.  As I fly around and press P, I can see the rays cast, but if they were not shown, I&#8217;d anthropromophize the behavior of the pathfinding enemy. If the enemy was a bit faster and deadly to touch I think it&#8217;d be fun to try outsmart it.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Heuristic, semi-informed, realtime-adaptive 2D pathfinding using ray casting.</title>
		<link>http://jaketastic.com/blog/heuristic-uninformed-realtime-adaptive-2d-pathfinding-using-ray-casting/</link>
		<comments>http://jaketastic.com/blog/heuristic-uninformed-realtime-adaptive-2d-pathfinding-using-ray-casting/#comments</comments>
		<pubDate>Wed, 18 Mar 2009 07:56:20 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Flash Game]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[glaze physics]]></category>
		<category><![CDATA[pathfinding]]></category>

		<guid isPermaLink="false">http://jaketastic.com/blog/?p=80</guid>
		<description><![CDATA[Despite it&#8217;s being a gawd-awful mouthful to describe, I&#8217;ve attempted to heuristically develop a real time, semi-informed, pathfinding technique using the ray casting in the 2D glaze physics engine for Flash AS3. Pathfinding in games is usually accomplished with a waypoint network or navigation mesh, and a little algorithm called A*.   These techniques work [...]]]></description>
			<content:encoded><![CDATA[<p>Despite it&#8217;s being a gawd-awful mouthful to describe, I&#8217;ve attempted to heuristically develop a real time, semi-informed, pathfinding technique using the ray casting in the 2D glaze physics engine for Flash AS3. Pathfinding in games is usually accomplished with a waypoint network or <a href="http://www.ai-blog.net/archives/000152.html"><em>navigation mesh</em></a>, and a little algorithm called<a href="http://en.wikipedia.org/wiki/A*"> A*</a>.   These techniques work great, but I don&#8217;t want to bother with constructing nodes for my maps, and I wanted an excuse to mess around with the ray-casting built into glaze, so I approached the problem from, (ahem), a different angle.</p>
<p>The problem is how to get the enemy to the player while the player is moving and obstacles (possibly moving) are in the way.</p>
<p>I&#8217;ve gone pretty easy on myself for the requirements of this particular pathfinding problem. The path finding solution can be wrong if the enemy&#8217;s behavior will look unexpected, unpredictable and interesting. The path can fail entirely and it can be interpreted that the enemy does not see the player or cannot perceive how to reach it until conditions change. Learning the weaknesses of the pathfinding algorithm becomes part of the challenge of the game.</p>
<p>The first step in my path finder is a ray cast in the direction of the destination.  I then use the line perpendicular to the  normal of the first obstacle obstructing the ray. This line follows the obstacle like a sidewalk until it encounters another obstacle, where another 2 rays are cast. One ray along the next  sidewalk, and the other in the direction of the destination. If the ray cast in the direction of the destination is obstructed, a waypoint is added. This process is repeated a few times until the destination ray is unobstructed or the algorithm gives up. The enemy then follows it&#8217;s waypoints to the destination, checking at each waypoint to make sure the player is not in line of sight.</p>
<p style="text-align: center;">Anyway, here is what a <em>very</em> rudimentary, and buggy start to a heuristic pathfinding algorithm using ray casting looks like:<br />
<strong><a href="http://jaketastic.com/h_test.swf"><img class="size-full wp-image-82 aligncenter" title="path-_demo" src="http://jaketastic.com/blog/wp-content/uploads/2009/03/path-_demo.png" alt="path-_demo" width="450" height="390" /></a></strong><strong>Keyboard Controls:</strong></p>
<p>Move = W, A, S, D<br />
Shoot = SPACEBAR (if you kill the blue enemy you have to reload)<br />
Press &#8220;P&#8221; to attempt to get Enemy Pathfinding solution&#8230;<br />
Cast ray from ship to mouse = R<br />
Amazingly, walking along the sidewalk and only taking right or left turns can sometimes get you in sight of your destination. More analysis is forthcoming.</p>
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