Digesting Duck
Blog about game AI and prototyping
Monday, August 1, 2011
Hierarchical Pathfinding in Detour
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Uwe Koch has written a great thesis about hierarchical pathfinding with navmeshes. He presents a generalized version of HPA* implemented in ...
24 comments:
Path Replanning in DetourCrowd
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I just added first version of path replanning for DetourCrowd. If a polygon becomes invalid along the path, the path is replanned. Invalid...
13 comments:
Sunday, July 3, 2011
Paris Game/AI Conference 2011 Slides and Demo
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The Paris Game/AI Conference is over and it was a blast! There was just so much interesting stuff in there that my head was just about to bu...
21 comments:
Saturday, April 16, 2011
Temporary Obstacle Progress
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I've been super busy recently. Our startup just opened a public beta. I have managed to get some progress done on the temporary obstacl...
5 comments:
Friday, March 25, 2011
Detour API Changes
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Once you update to R289 you will notice that the Detour API has changed a bit. This change was necessary so that Detour could support multip...
2 comments:
Sunday, March 20, 2011
Simulating Human Collision Avoidance
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There were many good collision avoidance papers published last year. One trend that I saw already when I was preparing my Paris Game AI Conf...
8 comments:
Thursday, March 17, 2011
Bulletstorm is Using Recast
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Much to my girlfriends disappointment, I just got my copy of Bulletstorm today! She was expecting the courier to bring her a fragrance from ...
10 comments:
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