Tagged:  AI

By Mak, April 26, 2017 0 Design, Dev

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 »

By Mak, April 25, 2017 0 Design, Dev, General

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 »

By Mak, April 13, 2017 0 Dev, General

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 »

By Mak, March 7, 2017 0 Dev, Media

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…

By Mak, February 27, 2017 Comments Off on The Evolutionary Boid – Part 1 Dev, Media

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 »

By Mak, February 22, 2017 Comments Off on Shiny Gameplay Stuff, Shiny Dev Stuff Dev, General

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 »

By Mak, January 14, 2017 Comments Off on Chocks Away! Design, Dev, News

It’s update time, and although I’ve nothing suitable/visual to show there’s been a fair amount of progress on the Pilot NPC/AI code of late. I can confirm that I have now been attacked (and thoroughly ass-whooped) by a pack of… Read More »

By Mak, December 13, 2016 Comments Off on The Refactored Boid Design, Dev, General, News

(Ok, So not a Peter F. Hamilton novel – but it could have been, if he’d been a developer…) Since the last post, I’ve been slaving away ‘refactoring’ – yes, that developer exercise of making huge sweeping changes to the… Read More »

By Mak, March 14, 2015 2 Dev, General, News

Just a quick update – having realised the dev/debug value of plotting routes in the GUI map system in-game, I decided to bring implementing the local system map forward. This will be the ‘RTS’ like tactical scanner/map for the immediate… Read More »

By Mak, November 28, 2013 Comments Off on Breathing ‘Life’ into Dominium Design, Dev

So as the posts of late have shown, breaking into ‘AI’ territory and creating NPC’s to populate the game universe has led to a lot of ‘satellite’ work (no pun intended) – being work I had parked for later, which… Read More »

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