bazkiebumpercar / gameplayfootball Goto Github PK
View Code? Open in Web Editor NEWFootball game, discontinued
License: The Unlicense
Football game, discontinued
License: The Unlicense
Hi I can't find any header files from archive. For example, (shared_ptr.hpp , condition. hpp ) I think these files are part of Blunted2 engine. Can you help me:)
Hi BazkieBumpercar,
In the match.cpp, there are two variates: "designatedPossessionPlayer" and "ballRetainer", it seems they are all mean the player who controll the ball. Is there some diffenence between them?
Thanks a lot~
Hello everybody ! I have some doubts I know that I may not be able to answer because the project is already open source and already making all work available, I wanted to know which tool you used to be compiling and developing? and about 3D modeling characters which program do i use to be implementing in the game? I want to modify the controls as well as the kick delay and I wanted to know all the information I can.
I appreciate the attention and full support
Christopher
TINUX
Not really an issue, but there is a way (or an idea) to draw a text (using fonts) over a rendered texture? I'd like to draw player name and shirt number on the back of the shirt.
(Already search all over the web, so if you had same problem in the past could be very useful to share the solution, otherwise it will take some time to solve it)
Hey @BazkieBumpercar
Ik zou graag deze coole open source game willen omtoveren tot een steam game met het community systeem van de game CounterStrike: Global Offensive. Om het hele idee van FIFA "Pay to win" te elimineren. Is het okay als ik deze code neem en daarop voortborduur?
Hi BazkieBumpercar, your work is introduced in Google Research Football. Google trains a lot of AI to challenge your rule-based AI, but can not defeat your hardest AI. How do you design your rule-based AI, is there some papers or blobs?
Thanks~
In src/onthepitch/teamAIcontroller.cpp
line 356 - 359
···
float backXBound = centerX - adaptedDepth * pitchHalfW * -team->GetSide();
float frontXBound = centerX + adaptedDepth * pitchHalfW * -team->GetSide();
float lowYBound = centerY - adaptedWidth * pitchHalfH;
float highYBound = centerY + adaptedWidth * pitchHalfH;
···
Is "adaptedDepth" should corresponding to "pitchHalfH" and "adaptedWidth" corresponding to "pitchHalfW"?
Hello! I was wondering if you would have any ideas-advice-guide of how I can pass the game for example to GODOT or unity or unreal
I have searched all the files but haven't found any 3D format files like .fbx or .max or .maya nothing then which models the players have?
Hi BazkieBumpercar,
There is a function called "curve" shows many times in the code, but I can not find its definition. It seems come from fastapprox.h, but no this file included.
Could you give the definition of this function "curve"?
Thank you~
In this football game, when you want to pass the ball to your team mate, you can generate a 'pass' command. For example, when a player A pass the ball to his team mate B, how B know this? so B can stay where he is or go to right place to take this pass?
Thanks~
any manual to change the layout of the players?
First, thanks for releasing the source code, it is a great step (I hope that should help new football projects in the future).
I known you don't want to work on it, but a quick fix: at elizacontroller.cpp, line 24, there's an extra '{'.
Also, I've created a CMake configuration (both for it and for the Blunted2) for build, if you want, I can make a pull request with that (although I didn't test on anything besides linux, as I don't have a windows machine).
That's it, I do not plan to work on the code, it's just to make the compilation easier for anyone that want to try it directly by code compilation (the precompiled binary, for example, won't work for me as it depends on pulse-audio which I do not use on my Linux, thus the need to recompile to being able to run it).
Anyway, again, thanks a lot for it!
Is there a manual to compile this code in a Ubuntu Mate 18.04 64 bits?
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