Work Post and Update
Jan. 11th, 2019 10:04 pm7:30pm - Well it's been an interesting few weeks recently. I've had a lot of ups and downs, and I've been very busy. My friend's grandfather passed away and I've been helping my friend deal with everything that's happened since then. I've been steadily applying for a new job, doing tests etc. and they've given me the go ahead to upgrade my driver's license, which means they're probably going to hire me. I'll be an inter-city bus driver soon, I think!
That'll mean less time for working on my projects here, but hopefully more energy and enthusiasm to work more often, so hopefully it'll work out.
Anyways that's the update portion. Now down to work. My last work session I went through the Pathfinding Algorithm and I couldn't find anything wrong with it. For this problem, looking at the code and using console logs won't be enough. I have to use... THE DEBUGGER
I haven't used the Visual Studio debugger in years and years and never for a problem as big as this one. It's the ideal tool for what I need to test and check during execution, but I have so little practice, and it was never covered in detail in my education for whatever reason.
So, I spent some time watching a Debugging tutorial on YouTube and I think I have a decent enough understanding to try now. Hopefully I can figure out what's going wrong.
8:09pm - Alright after a couple of tests it looks like the breakpoints aren't being hit in Unity, so I've gotta figure out what I'm doing wrong...
8:16pm - Ahh there's an option in Visual Studio I need to turn on and then I can do it. Let's try that.
8:23pm - Well I've got the two interacting now, but I'm having a hard time figuring out what to do. Heh. I'll get it eventually...
8:35pm - It looks like my line-of-sight algorithm isn't working properly either. The chase AI actor was able to sense the player actor through a wall. But that isn't the worst of it; the Pathfinding algorithm is definately not working properly. It's reaching a point in the code that it shouldn't. In retrospect it might have been a good idea to throw an exception there, but I'm not sure that's what I want.
Anyways I've got a lot to fix it seems.
8:45pm - It looks like it's a problem with the Heap class. It's got a counter but the counter isn't initialized. I'm not sure how that didn't cause an error, but let's try it now and see if things work any better.
9:27pm - Well I'm definately making progress. I figured out that there were some things left out of the original algorithm walkthrough I was following. Most notably the gCost wasn't being set, so it wasn't working with the right data.
I'm going to get another small hamburger and come back to this.
10:03pm - Looks like it's time to go. I haven't cracked the big problems yet but I've made progress for the first time in a while. I may have to tear everything apart and re-write it, or I might just have to nudge it a bit, I'm not sure at this point. But next time I should start by looking at the other guy's code and comparing it to mine again.
That'll mean less time for working on my projects here, but hopefully more energy and enthusiasm to work more often, so hopefully it'll work out.
Anyways that's the update portion. Now down to work. My last work session I went through the Pathfinding Algorithm and I couldn't find anything wrong with it. For this problem, looking at the code and using console logs won't be enough. I have to use... THE DEBUGGER
I haven't used the Visual Studio debugger in years and years and never for a problem as big as this one. It's the ideal tool for what I need to test and check during execution, but I have so little practice, and it was never covered in detail in my education for whatever reason.
So, I spent some time watching a Debugging tutorial on YouTube and I think I have a decent enough understanding to try now. Hopefully I can figure out what's going wrong.
8:09pm - Alright after a couple of tests it looks like the breakpoints aren't being hit in Unity, so I've gotta figure out what I'm doing wrong...
8:16pm - Ahh there's an option in Visual Studio I need to turn on and then I can do it. Let's try that.
8:23pm - Well I've got the two interacting now, but I'm having a hard time figuring out what to do. Heh. I'll get it eventually...
8:35pm - It looks like my line-of-sight algorithm isn't working properly either. The chase AI actor was able to sense the player actor through a wall. But that isn't the worst of it; the Pathfinding algorithm is definately not working properly. It's reaching a point in the code that it shouldn't. In retrospect it might have been a good idea to throw an exception there, but I'm not sure that's what I want.
Anyways I've got a lot to fix it seems.
8:45pm - It looks like it's a problem with the Heap class. It's got a counter but the counter isn't initialized. I'm not sure how that didn't cause an error, but let's try it now and see if things work any better.
9:27pm - Well I'm definately making progress. I figured out that there were some things left out of the original algorithm walkthrough I was following. Most notably the gCost wasn't being set, so it wasn't working with the right data.
I'm going to get another small hamburger and come back to this.
10:03pm - Looks like it's time to go. I haven't cracked the big problems yet but I've made progress for the first time in a while. I may have to tear everything apart and re-write it, or I might just have to nudge it a bit, I'm not sure at this point. But next time I should start by looking at the other guy's code and comparing it to mine again.