Tagged:  boid

By Mak, May 10, 2017 Comments Off on The Evolutionary Boid – Part Four 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, March 30, 2017 Comments Off on Scanner Pip… Dev, General

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 »

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 10, 2017 Comments Off on The Symbiotic Pilot Boid Design, Dev, General, News

Having abstracted everything nicely, it was time to think about wiring all these tools together. We have the following entities involved; Vessel – should be pretty dumb, and owns systems and reports their status (including collisions) Pilot – responsible for… Read More »

By Mak, December 21, 2016 2 Dev, News

Integrating the Boid logic with the Vessel Flight Controller took some doing, but – one ‘hack’ aside – everything is now wired up and ship shape (pun intended). As planned, everything is nicely abstracted, and the Pilot has to fly… 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, November 24, 2016 Comments Off on The Evolutionary Boid Design, Dev, General

(One for fans of Peter F. Hamilton there 🙂 ) Boids – if you’ve never heard of them (and I always use a very dodgy Brooklyn accent when pronouncing ‘Boids’) – are an algorithmic approach to simulating environment and goal… Read More »

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