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More combat/gameplay development! If you can’t stand my drawl, then read on… This episode sees improved ‘target awareness’ and predictive firing, so now these pesky NPC pilots are becoming a bit more of a challenge/threat. The entire system is proving… Read More »
Man, I am so enjoying Dom Dev at the moment 🙂 Rounding off the initial Pilot / NPC AI, Collision detection and basic combat has spurned on a lot of changes to the UI which have been long planned, or… Read More »
Just a tiny update – but a momentous one, for me. Vessel mounts (turrets) are now back up and running! Whilst I had resolved the pilot/vessel orientation logic, I had unwittingly broken the turret orientation logic 🙁 For now, rather… Read More »
Some good progress this past few weeks… Gameplay: The ‘Pirates’ game scenario is proving invaluable for ironing out kinks in the Pilot AI, and also highlighting UI concerns which will need addressing (such as the scanner depiction of how near… Read More »
It’s been hard to find spare time for Dom Dev of late, hence the dry spell of updates here, but good news… With the collision detection now in (and not perfect, but well engineered and adequate to the task) gameplay… Read More »
Hi folks, my apologies for the lack of updates – it’s been all quiet on the site but all go in development so far this month, both in Work Life and Real Life, so I’ve had little time to maintain… Read More »
The saga continues, with more progress and the use of the super ImGui to provide low-level control and dev/debugging tools within the engine in realtime…
Resetting the clock on the development of the NPC/Boid symbiant – just so the video log makes sense on YouTube. As promised, Part 1 begins our ‘warts n’ all’ development log of the system as I tweak and evolve it… Read More »
I’ve been labouring mightily with the Boid/Pilot AI system. I had to park it a few weeks ago, after getting so far and hitting a roadblock. As usual, taking a break seems to make spotting the problem a cinch, and… Read More »