digestingduck.blogspot.com
Digesting Duck: October 2011
http://digestingduck.blogspot.com/2011_10_01_archive.html
Blog about game AI and prototyping. Sunday, October 23, 2011. I've been picking on path replanning again. It is interestingly annoying problem. I have currently settled on following idea to make it somewhat manageable. At the core of the problem is movement request. Movement request tells the crowd/movement system that a higher level logic would like an agent to move to a specific location. This call happens asynchronously. If a disturbance is found during the following, the movement system will do a sma...
digestingduck.blogspot.com
Digesting Duck: Ludum Dare 23
http://digestingduck.blogspot.com/2012/04/ludum-dare-23.html
Blog about game AI and prototyping. Tuesday, April 24, 2012. Last weekend I took part in Ludum Dare. Game development compo. I've been jealous to Jetro. For a long time because he always manages to make something great in these compos. So I took the time and bit the bullet myself. The game I made for the compo is called Gingerbread Kingdom. It is kind of a mix between Carcassonne, Tower Defence and Rampart. As I went on I kept on making it smaller and smaller, until at very end I removed vertical scrolli...
digestingduck.blogspot.com
Digesting Duck: April 2012
http://digestingduck.blogspot.com/2012_04_01_archive.html
Blog about game AI and prototyping. Tuesday, April 24, 2012. Last weekend I took part in Ludum Dare. Game development compo. I've been jealous to Jetro. For a long time because he always manages to make something great in these compos. So I took the time and bit the bullet myself. The game I made for the compo is called Gingerbread Kingdom. It is kind of a mix between Carcassonne, Tower Defence and Rampart. As I went on I kept on making it smaller and smaller, until at very end I removed vertical scrolli...
digestingduck.blogspot.com
Digesting Duck: April 2011
http://digestingduck.blogspot.com/2011_04_01_archive.html
Blog about game AI and prototyping. Saturday, April 16, 2011. I've been super busy recently. Our startup. Just opened a public beta. I have managed to get some progress done on the temporary obstacle handling, though. This is now probably the 4th rewrite of the system, so things are slowly being massaged in place (it usually takes 5 rewrites :). Adding and removing obstacles works again, and I've done some good progress on making the tile cache class better. Though, the API is still a bit in flux. View m...
digestingduck.blogspot.com
Digesting Duck: May 2012
http://digestingduck.blogspot.com/2012_05_01_archive.html
Blog about game AI and prototyping. Thursday, May 31, 2012. Detour Crowd Path Replanning. Path replanning for Detour Crowd has been a long time pet peeve of mine. I've blogged about the problems surrounding it earlier, but very little code has been submitted. I've been testing some ideas along the way, but never managed to have the few hours of solid coding to get all the pieces together. Here's what happens in the above video:. On top of that there is the path topology optimization going on too. I t...
digestingduck.blogspot.com
Digesting Duck: July 2011
http://digestingduck.blogspot.com/2011_07_01_archive.html
Blog about game AI and prototyping. Sunday, July 3, 2011. Paris Game/AI Conference 2011 Slides and Demo. The Paris Game/AI Conference is over and it was a blast! There was just so much interesting stuff in there that my head was just about to burst. I really like the shooter symposium where handful of studios gave microtalks (about 15mins each) on similar subjects followed by a panel discussion and Q&A. It was really inspiring to see different ways to solve similar problems. I think the presentation did ...
digestingduck.blogspot.com
Digesting Duck: January 2012
http://digestingduck.blogspot.com/2012_01_01_archive.html
Blog about game AI and prototyping. Sunday, January 1, 2012. Due to my startup, I have not had much time to do navigation research last year. I think I have been thinking on my few odd spare cycles is the idea of loosely connected grids, which kind of mixes waypoints and grids for the ultimate dynamic navigation. I had a little time during holidays and I thought I'd give it a spin. In addition to the flood fill, overlap of neighbor grids is used to filter new grid location generation. In order to move an...
digestingduck.blogspot.com
Digesting Duck: Loose Navigation Grids
http://digestingduck.blogspot.com/2012/01/loose-navigation-grids.html
Blog about game AI and prototyping. Sunday, January 1, 2012. Due to my startup, I have not had much time to do navigation research last year. I think I have been thinking on my few odd spare cycles is the idea of loosely connected grids, which kind of mixes waypoints and grids for the ultimate dynamic navigation. I had a little time during holidays and I thought I'd give it a spin. In addition to the flood fill, overlap of neighbor grids is used to filter new grid location generation. In order to move an...