Latest Algorithm Activity
I understand that if your game is completely free and there are no membership options or in game purchases that steam wouldnt put it high in the algorithm, but say the game is free does steam give it a chance to start generating revenue? Like does it test it out for a while, or does it basically sc…
![Variable subdivision creating artifacts](https://preview.redd.it/variable-subdivision-creating-artifacts-v0-gjtu2a3jxkpd1.png?width=1366&format=png&auto=webp&s=2073fa82c98ca369738876a462564b0469c2697a)
For anyone in the future coming to this thread, I solved it see here https://gamedev.stackexchange.com/a/212003/169956
In case that link expired all that I changed was going to the icosahedron_verts_refine
function and changing the line new.vert_count = starts[i] + j;
to uint32_t index = starts[i] +…
For future reference, here's a paper which presents a DDA to visit each cell touched by a ray:
![DevBlog 10 - Making Dogfight AI Behavior Trees](https://uploads.gamedev.net/blogs/monthly_2021_12/large.d53819b52202468eb8e93980e50fc2bb.sa_vid10_tbn.jpg)
Using the behavior tree system I created (Previous Update), I have created an AI brain that lets fighter ships dog fight one another.
I've created several sub trees.
there are subtrees to evade.
subtrees to dogfight.
I ran into some performance issues during rapid state transitions in the behavior tree…
Given that progression (deeper underground, more precious ores, accumulated money, presumably also improved equipment, maybe other elements) seems the focus of the game, it should be a good starting point for designing ore distribution. Design objectives for the digging can be written down an…
Hello good people! I've been bashing my head against the wall for the past few days trying to figure out how to fix my code.
Link to code: https://hatebin.com/sewqnebmiy
If you're familiar with shadowcasting, I'm working with only 1 octet as of right now until I get it 100%.
Below photo: The checkere…
![A simple way to generate limitless terrain in real time, in plain HTML5/JavaScript!](https://uploads.gamedev.net/blogs/monthly_2020_03/6bbf7b87ad10442e9cc9adaecabd85a9.20.3.13_Heli2SceneMap_700x959.png)
This article explains in some detail how I generate terrain in The Forest (www.myforest.uk) as the player moves around. I discovered the techniques around 1980 when making games for a TRS-80 with only 16 kilobytes of memory available. In 2014 I began converting my old Z80 assembler to HTML5/JavaScr…
![Image Recognition by Equilateral Encoding](https://uploads.gamedev.net/monthly_2018_11/EquilateralTriangleBanner.png.3783d0db8a9f06f7413ffce9f7948d81.png)
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 : equilatera…
![PixelCast 9, Untitled Goose Game, Mode 7, and a Memory Leak!](https://uploads.gamedev.net/monthly_2019_10/PixelCastCoverSocialMediaGoose.jpg.ae44c360e68f78a410de9db2084dbfe4.jpg)
In episode 9, Jeremy discusses Untitiled Goose Game and a principle, that making games is like playing Apples-to-Apples with your "silly" friends. Jeremy also dives into Mode 7 again and discusses the significance of this line of code:
z = scale - ( Mathf.Cos( Mathf.Abs( distortMap.height / 2 - y )…
![Inverse Lerp - a super useful yet often overlooked function](https://uploads.gamedev.net/monthly_2019_10/cover.png.0517209b5923f760c280ff23c1b40829.png)
Lerp( a, b, t ) = value
InvLerp( a, b, value ) = t
- lerp returns a blend between a and b, based on a fraction t
- inverse lerp returns a fraction t, based on a value between a and b
Use case! ?
Say you want to control audio source volume based on distance
- at 10 meters, you want volume 1
- …
![Tabletop Dots and Boxes has been released!](https://uploads.gamedev.net/monthly_2019_10/1569997375_blogcover.png.e87d7bc0911fec1e56872887efaccd02.png)
Hey GD.net community! We're excited to have joined and be whipping up a first blog post to announce release of our Dots and Boxes game. A little background about us, gametable.org. We're a non-revenue side project game site created by a few friends honing their game development skills. We don't sh…
![A Labyrinth Generation Algorithm](https://uploads.gamedev.net/monthly_2019_08/cover.png.38e863372a77775e1ffec753b7a29836.png)
This was for a Dungeon Explorer home project I was working on. When researching labyrinth, maze, or dungeon generation algorithms I found many that would create hub or tree-style dungeons, but none that would 'loop back' on themselves.
I created this algorithm with the intention of designers or a…
![Generating World Maps: Fun With Voronoi Graphs (part 2)](https://uploads.gamedev.net/monthly_2019_07/titleImage.png.e37c1060938e0c81d87fd83ae2f59c44.png)
This is a blog about our development of Unexplored 2: The Wayfarer's Legacy. This game features state-of-the-art content generation, generative storytelling, emergent gameplay, adaptive music, and a vibrant art style.
Unexplored 2 is a roguelite action adventure game where the hero is task…
![Tiles to Curves: Fun With Voronoi Graphs (part 1)](https://uploads.gamedev.net/monthly_2019_07/titleImage.png.d502b3e1f3d32e13c43f61e6ce903954.png)
This is a blog about our development of Unexplored 2: The Wayfarer's Legacy. This game features state-of-the-art content generation, generative storytelling, emergent gameplay, adaptive music, and a vibrant art style.
The content generator of Unexplored 2 generates tile maps. Typical output look…
![Implementing SEO in Video Games](https://uploads.gamedev.net/monthly_2019_06/medium.G_member_272359.png)
So we all know Google and other search engines use a variety of optimization techniques. How does that apply to video games? Well the classic example is the shortest path problem. You want your AI whether it be enemies or NPC’s to take the shortest path to the player or some other goal. The way to …
![Developing an Isometric Plugin for Unity3D](https://uploads.gamedev.net/monthly_2019_01/cover.png.3c9e07922e47ea2cb67a5c4ef7d2581e.png)
It's a story on how to write a plugin for Unity Asset Store, take a crack at solving the well-known isometric problems in games, and make a little coffee money from that, and also to understand how expandable Unity editor is. Pictures, code, graphs and thoughts inside.
PrologueSo, it was one n…