Search found 3 matches

by chippydip
Mon Mar 29, 2010 5:35 pm
Forum: BWAPI (wrappers in other languages / questions and announcements related to BWAPI itself)
Topic: Walkability and Collision Detection
Replies: 4
Views: 1593

Well, I decided to do some testing. TLDR version: Unit bounding boxes seem to be (Left+Right+1)x(Up+Down+1) and diagonal movement only seems possible when all squares that the bounding box moves through are walkable. Setup: I created a bot to draw a dot on every walk tile (green for walkable, red fo...
by chippydip
Fri Mar 26, 2010 5:21 pm
Forum: BWAPI (wrappers in other languages / questions and announcements related to BWAPI itself)
Topic: Walkability and Collision Detection
Replies: 4
Views: 1593

Walkability and Collision Detection

I was wondering if anybody happened to know how the game uses the walkability data and unit size to determine where units can actually walk. My best guess at this point is that it uses the UnitType::dimensionLeft/Up/Right/Down fields to create a bounding box or bounding circle and then won't let a u...
by chippydip
Fri Mar 26, 2010 4:58 pm
Forum: BWAPI (wrappers in other languages / questions and announcements related to BWAPI itself)
Topic: ExampleAIModule and C# proxy
Replies: 7
Views: 2561

[quote name='Nick Ruiz' post='8538' date='Dec 8 2009, 01:22 PM']Unfortunately, when I try to run my dll with Starcraft, the AI module doesn't load when I compile with /clr. Has anyone tried making ExampleAIModule a C++/CLI project? Could anyone give me tips on how to get it to work?[/quote] I tried ...

Go to advanced search