3D, AI, procedural generation and black jack

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Montréal
This journal is dedicated to my auto formation and my experimentations.
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15 entries
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bdubreuil
January 11, 2020
Image Recognition by Equilateral Encoding
Context

I recently started reading the book Artificial Intelligence for Humans, Volume 1: Fundamental Algorithms by Jeff Heaton. Upon finishing reading the chapter Normalizing Data, I decided to practice what I had just learnt to hopefully finally understand 100 % of a special algorithm : …

7,387 views
bdubreuil
October 02, 2018
Navigation Mesh : Wall Collision Avoidance

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Introduction

In our 3D game (miimii1205), we use a dynamically created navigation mesh to navigate onto a procedurally generated terrain. To do so, only the A* and string pulling algorithms wer…

14,061 views
bdubreuil
October 02, 2018
Simple organic and brute force dungeon generation

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Last month, I made a pretty simple dungeon generator algorithm. It's an organic brute force algorithm, in the sense that the rooms and corridors aren't carved into a grid and that it stops when an area doesn't fit in the graph.…

18,419 views
bdubreuil
October 02, 2018
Unit Vision

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First off, here's a video that shows the unit vision in action : 

 

So, what is the unit vision? It's a simple mechanism that notifies a unit when another unit enters its vision field. It also takes into acc…

5,973 views
bdubreuil
October 02, 2018
Zone generation

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I have integrated the zone separation with my implementation of the Marching Cubes algorithm. Now I have been working on zone generation.

A level is separated in the following way :

  • 6,278 views
    bdubreuil
    October 02, 2018
    Low poly terrain

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    Recently I've been tackling with more organic low poly terrains. The default way of creating indices for a 3D geometry is the following (credits) :

     

    A way to create simple differences that makes the geometry slight…

    12,701 views
    bdubreuil
    October 02, 2018
    Zone division

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    A friend and I are making a rogue-lite retro procedural game. As in many procedural rogue-lite games, it will have rooms to complete but also the notion of zones. The difference between a zone and a room is that a zone is open air whil…

    10,053 views
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    bdubreuil
    October 02, 2018
    Behavior Tree - Follow, Search And Retreat

    I integrated LibGDX's Behavior Tree AI module into our roguelite, vaporwave and procedural game, which is made use the jMonkey Engine 3.1.

    I then created the following behavior :

    - Follow enemy

    - Search the enemy's last recorded position

    - Return back to initial chase position

    - Stop the chase after a c…

    6,784 views
    bdubreuil
    August 08, 2018
    Adding and Destroying Voxels

    Today, I finally finished the following features :

  • Add new solid voxels at the selected position
  • Destroy voxels at the selected position
  • Generate chunks on the fly
  • Remove chunks on the fly
  • Here is a video demonstrating those features :

    4,304 views
    bdubreuil
    August 02, 2018
    Voxel Traversal Algorithm (Ray Casting)

    For more information and updates about the game, which is a voxel colony simulation / survival, please subscribe to r/CheesyGames.

    World Generation

    This is a simple world made of chunks of 32³ voxels. The world itself is not static : as you can see on the top of the image, chunks only exist if ther…

    30,237 views
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