Infestation by vein network

YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
We discussed this idea in another thread, I did a quick prototype of it in Processing :

<a href="http://www.openprocessing.org/visuals/?visualID=27777" target="_blank">http://www.openprocessing.org/visuals/?visualID=27777</a>

(require java)

The marines would be abble to cut the veins (edges here).

Comments

  • Jason WhoreJason Whore Join Date: 2011-04-11 Member: 92514Members
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    +1 on the idea and prototype presentation :D

    I'd like that really, it'd make spreading feel less clunky and give points of defense.. I'd also tie in with the current "pustule" idea being thrown around by the dev team.

    It leaves me asking though, how should we determine what wouldn't make a proper link and what would? Would it have to be a visual link with another node to keep from the current mess that is infesting through walls?
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    It look me like 30 minutes to do it, Processing is really good for this kind of stuff :

    <a href="http://processing.org/" target="_blank">http://processing.org/</a>

    > It leaves me asking though, how should we determine what wouldn't make a proper link and what would? Would it have to be a visual link with another node to keep from the current mess that is infesting through walls?

    Yeah i guess you would need some collision check for the new edges.

    What would be really nice is to simulate some kind of flow in the veins (edges). The hive (and rts maybe) would be the sources and the end points would be the sinks. The size of the veins would indicate the amplitude of the flow, and the infestation would consume some of it. The infestation would grow faster and wider where the flow is good. And of course when the marines cut a vein a lot of disgusting stuffs would flow out (and non-connected edges would die because they are not connected to a source).

    But yeah, I guess they will do something simpler...
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited May 2011
    Very nice presentation. A maze instead of a plain white area would of been better because that more closely represents the challenge of guiding DI through a real map.

    I'm referring to the challenge of finding the closest previously-dropped DI patch to connect to when possible routes through rooms are considered. And then trying to make it non recursive for performance reasons :P
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