Tagged:  AI

By Mak, June 8, 2017 0 Design, Dev, General, Roadmap

Another gameplay milestone feature is now underway: Missions! Having put my rendering engineers hat to one side, I picked up the gameplay programmers hat and made some tweaks to the Combat Escalation scenario, improving things here and there, adding ‘variation’… Read More »

By Mak, May 10, 2017 0 Design, Dev, General

The final chapter in this round of dev on the NPC Pilot AI; While there is plenty of work still to do to make this ‘super awesome’ I’m well pleased with how it’s turned out. Pilots can; Scan for nearby… Read More »

By Mak, April 26, 2017 Comments Off on The Evolutionary Boid – Part Three 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 Comments Off on Design & Development Delights 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 Comments Off on Game of Progress 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 Comments Off on The Evolutionary Boid – Part 2 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 »

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