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.
File
To change plays
Allows to change a new file play
To save plays
Allows to save a file plays
To leave
To leave the program
Sight
Sight of top
Allows you to visualize the chart in 3d from the top
Sight auxilière
Allows you to visualize the chart in 3d according to the sight auxilière
to safeguard in the plays. (see Update infos seen auxilière)
Sight bases
Allows you to visualize the chart 3d according to the principal sight
to safeguard in the plays. (see Update infos seen principal)
Options
Information Seen
Post information on the parameters of the current sight 3d.
Update infos seen
Safeguard the parameters of the current sight 3d in the file plays.
Update infos seen auxiliary
Safeguard the parameters of the sight 3d current auxilière in the file
plays.
STRONG CURRENT Log
Restoring of the window of posting of information.
By the way
Version
Post information on the current version of the program.
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