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