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Member Avatar for _Nemesis_

Hi guys, I have been trying to implement the A* algorithm in C++ and would like to make use of the priority_queue structure to hold the open and closed lists of nodes. The problem is, all of the algorithms that I have found use the equivalent of a "search/contains" function …

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Hey Guys, I've come across a strange problem in DirectX 10 that I would really appreciate some help with: When trying to render ID3DX10Mesh objects that use a particular input layout, the vertex data seems to alter slightly before the object is passed to the vertex shader. I have been …

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Member Avatar for _Nemesis_

Hi guys, Brief Background: I'm currently working on a project in which I wish to create an autonomous game agent capable of traversing 3D environments. To do this I would like to implement a custom path finding algorithm that works with a navigation mesh. The Problem: I'm currently looking at …

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