Digesting Duck
Blog about game AI and prototyping
Saturday, February 26, 2011
Heightfield Layer Portals
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I worked today a bit on the layers again. I was trying to find the minimal data that needs to be stored. There were a couple of cases which ...
Friday, February 25, 2011
Heightfield Layers Progress
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I have been working on the heightfield layers a bit more. As I've explained earlier , I'm trying to make the temporary obstacle proc...
1 comment:
Tuesday, February 22, 2011
Iterating Cube Vertices, Edges and Faces
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This keeps haunting me. There must be an awesome way to arrange the data so that you can do a simple for loop and iterate over all cube vert...
13 comments:
Sunday, February 13, 2011
Very Temporary Obstacle Avoidance pt. 2
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I exposed my previous attempt at local obstacle avoidance to some more challenging situations and oh boy did it explode! For example the ab...
12 comments:
Saturday, February 12, 2011
Very Temporary Obstacle Avoidance
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In the rush of trying to make everything perfect, it is sometimes hard to remember that a simpler solution could work too. This ties to my...
8 comments:
Wednesday, February 2, 2011
Implementing Undo the Simple Way
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Over the years I have implemented all kinds of undos for the editors and tools I have made. I have tried all kinds of ways, ranging from sto...
13 comments:
Sunday, January 30, 2011
Counting the Sheep
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I had little time today, so I implemented off-mesh link handling for DetourCrowd. Yet another layer of state handling. The logic to detect a...
5 comments:
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