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{ Category Archives } Tank Frenzy

New Website

I added a new spiffy website for Tank Frenzy. It has a brief overview, some screenshots, and hopefully a video and a download soon.

Screenshots

Finished

We are done with Tank Frenzy. We demoed it and it seemed to be well received. I spent the last week on performance. I got to play with Intel’s VTune profiler, which is pretty cool. Turns out most of our slowdown was from using the standard template library. No surprise there. After all that I [...]

The Last Week

Today begins the last week of development. Four more days to get this presentable. We are getting close. I spent the last week working on improving performance, mainly in the collision detection area. We finally had to implement a partitioning system, and even though I ran into just about every headache imaginable, we finally got [...]

Week 9 Render

A screenshot to let you all see what our game is looking like these days. The smoke particles are still being tweaked. Check out the lighting on the terrain and the player tank’s headlight

Deferred Rendering Issues

I’ve been spending the last week and a half working on my deferred renderer that I wanted done in the first couple weeks. Other stuff had higher priority and it has been pushed off until now. It took me a while to figure out how all the render target stuff works; I’ve never done anything [...]

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 [...]

Threading the AI (Part 1)

I haven’t spent time lately writing to the blog, so there are a lot of additions I have made. Mainly I have added units, unit manager (added, removed and then added again), bullets, player, buildings. I also created the Lua interface for loading materials. Since I am working on splitting the high and low level [...]

Render Pipeline

I just finished cleaning up and pulling together the important classes for the render pipeline I wrote for Tank Frenzy. Zipped those up and wrote a brief overview. If you are interested in checking this out, feel free to download it.

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 [...]