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Pathfinding

The ants go marching… I’m feeling good about the pathfinding implementation we’ve got running for Tank Frenzy.  In our AI proof-of-concept, pathfinding was horribly slow (although it wasn’t designed for speed in the first place).  Therefore, our pathfinding in the real game has been heavily optimized:  The terrain heightmap is used to construct a nav [...]

AI

Base AI should be up and running.  It doesn’t do anything interesting right now: Pursue the player, shoot him and run back to base.  This is using a preliminary form of the behavior tree infrastructure, with the targetPlayer, Aim, Fire, Go and Wait behaviors implemented.  As opposed to the original design, the actual movement of [...]

Terrain texturing

The beginings of the terrain system are coming together, and that’s good because this needs to be DONE.  SOON. Way too much time was spent fretting about the best way to create a direct X 10 texture array.  The design shuffled back and forth between using GDI+ as an image loader, to using libjpeg/png, to [...]

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Log system

The debugging log system is now set up and running.  It’s use should be fairly simple: To initialize: // Optionally initialize the external console window, using settings from Lua Logger::InitLogWindow( LuaSettings(mc->GetLuaState(), “Scripts/WindowSettings.lua”, “console”) ); // Optionally set the filename for logging to a file Logger::SetLogFile( std::string(“TankFrenzy.log”) ); // Set the log sensitivity Logger::Level = LOG_TRACE; [...]

Terrain rendering demo

Since we’re using Grome as a terrain/level editor for Tank Frenzy, we need a terrain renderer that is both efficient and nice looking.  Granted, this demo isn’t much to look at, but it does incorporate some of the optimizations that we planned for in the game technical design.    The terrain vertices are indexed in [...]