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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 »
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 »
(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 »
Ok, you’re not going to like this – but for all good reasons 🙂 This past week or more I’ve ploughed headlong into my ‘niggles’ list. What is this list you ask? Well, basically bugs that I’m too lazy(don’t have… Read More »
It’s been yet another good week! NPC’s can now leave local space – so after they have ‘done their business’ (in this instance, docked and undocked from the local station) they can choose a destination and head off into the… Read More »
This week, I distracted myself from NPC’s (again) by looking at the planned procedural shaders. Initially it was to be a short distraction – as a short mental ‘vacation’ as it were. The metal shader is just an ongoing experiment… Read More »
This week I have been (largely) working on improving the autopilot course plotting, notably to improve the visuals when docking/undocking for both the player and NPC’s. I got fed up of flying through the station geometry, and being taken on… Read More »