OpenGL Game

Development in Visual BASIC


  Version 0.0.5
Source file and executable Combat.zip (886 KB)
Achievable and installation: Combat.exe (2941 KB)


The program

This program wants to be a project with put way between the plays, and an algorithm of automated piloting of vehicles. What interests me with this project is to progress in the knowledge of OpenGL (addition of texture use of new function). It is to discover new problems, that of the simulation of multiple elements. Even if we are there, apart from the heading of the site "Machining 5 axes" the border between this type of program and a simulation of a wire-guided carriage for example is rather slim.
 

Stages of creation for the program

For me which is not any experiment in this type of program the creation of this software represents many things to make functions be created.

Here how I think of organizing the stages of development.

1) Creation of the main program
2) Creation of the elements editor
3) Installation of chart editor

The heart of operation of the program passes by the module: ModuleJEux .

This module controls the actions of the vehicles. It controls displacements, the shooting, death, and informs each vehicle of the enemy vehicle being in their respective zone of detection.

The modules ModuleJEux_Equipe2 and ModuleJEux_Equipe2  contain the algorithm part of each team. The goal being to make progress algorithmic intelligence of each team independent of that of the other.
 

STAGE 1

In the first stage of development the chart will be only 2d Thereafter I will pass in 3d while making evolve/move part PATHFINDER according to topography of the ground.

The part textures and other details graph is not treated in this part. Not having the qualifications, experiments in this field, it will remain for me a minor point of this program.


Use of the program


Use of the program

One can in this prototype select a tank while clicking above with the  left mouse button, to move it use the arrows of the keyboard.

When two tanks are sufficiently near, then they fight together automatically.
 

  Right Click on a tank;  the selected tank moves in direction of the position.
Right Click on a position the tank moves towards the position.
According to the calculated way.

Menu

Details of the functions of the menu. For graphic handling:
  Double click in the zone of posting:  STRONG CURRENT of orientaions and zoom of Bouton posting of left of the mouse:  Translation Button of right-hand side of the mouse:  Zoom Button of left + touches Shift:  Rotation XY Bouton of right-hand side + touches Shift:  Rotation Z

Map Editor

Map editor is a small editor of chart associated with a path finder. The program of origin is not ego for the Pathfinding part (Calculation of way) but of Julien Lecomte.
http://www.amanitamuscaria.org/Web site.
http://www.amanitamuscaria.org/content/view/4/0/ Direct link on the page of the code.
The comments of origin are still present in the source.
For more explanation on the algos of search for way, it will be necessary to wait a little. Or to see the bonds on this page. Algo tested: With * (AStar) and Dijkstra.
 

Source file and achievable MapEditor.zip (161 KB)


Significance of the colors

Put correspondent with a privileged way (Road)
Put correspondent with a normal way
Put correspondent with a difficult way
Put correspondent with a very difficult way
Put correspondent with an impracticable way

Element Editor

This code is a continuation or a brick moreover with my project of Plays/OpenGL.Il makes it possible to visualize the different ones diployed  in the plays.
It is before very for me a base of work to test the representation part of the vehicles in OpenGL.
The next stages for this code will consist of adding textures or to modify the representation of the shooting.
Files STL used for the definition of the armoured tanks come from different Web site.
In the future, I also think of adding infos on each element; information histories, characteristics.

Source file and achievable EditorElement.zip (844 KB)







Links

Article on the installation of pathfinding in a play RTS

Presentation of the pathfinding and the various existing algorithms.

Very interesting English article on the creation of plays, the pathfinding and others.

Interesting document with the Word format on a military Pathfinding application (in English).

You can find an old version of this code on the site of www.vbfrance.com (code 33518)

Links to www.vbfrance.com
 
 
 
 

 

Please send your comments, bug carryforwards and others to: mailto:usinage5axes@free.fr


Home   |  read me !