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UnitySteer: Measuring speed 1

I’d been pursuing this issue on and off for a couple of weeks. In our game, there’s a particular case where I need some characters to wait for another one to be ready, and move no faster than him. But occasionally they seemed to forget that and just race past him, and it didn’t dawn …

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Posted on: 08-1-2011
Posted in: Tips, UnitySteer

Hex grid line of sight revisited 3

I go into a bit more detail into the calculations necessary for laying out a hex grid, and performing line-of-sight calculations in it (updated).

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Posted on: 01-10-2011
Posted in: Tips

Postmortem: Quality improvements 2

More lessons from our last narrative, plus we finally start working with good artists.

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Posted on: 01-3-2011
Posted in: Projects, Tips

New Year’s Resolutions 0

And now for something completely different

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Posted on: 12-27-2010
Posted in: Tips

All work and no play, part 2 0

I recently attended an coding experiment organized by agile software development proponents. While I like some of the ideas that agile applies, such as test-driven development, I wasn’t 100% sure if to attend given that the practices tend to be clouded by a mix religious fervor and opportunism (funny how often those two come hand …

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Posted on: 12-15-2010
Posted in: Tips

All work and no play 0

I’ve been somewhat swamped lately, and an interesting experience this weekend has me trying different approaches to things. I’ll have a post coming up soon, very likely a temporary detour from the current postmortem narration.

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Posted on: 12-13-2010
Posted in: Tips

Postmortem: It always starts simply enough 3

Last week I mentioned that I would be writing about the game prior to our current one. It’s a longer story than that, actually, as this didn’t involve just one game but a bunch of related prototypes.

It all starts around January 2009…

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Posted on: 11-15-2010
Posted in: Projects, Tips

Line of sight in hex grid 3

We have been steadily working on a game, and as such the site has been quiet. I wanted to take a short break to discuss an issue that we ran into, as the algorithm may be of assistance to others.

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Posted on: 11-23-2009
Posted in: AI, Tips

Behavior trees on actual use 3

I’ve been getting some questions about proper use of Behavior Trees. Instead of going over the basics, this time we focus on some actual use cases, like playing animations on action change or best options for reacting to emergent situations. You’re not a state machine, after all.

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Posted on: 04-13-2009
Posted in: AI, Tips

Mono Forms performance 1

OSX running Mono 2.0.1 running Reflector. Processor usage: 99-100% OSX running VMWare Fusion running Windows XP running .Net 3.5 running Reflector. Processor usage: 7-20% Hmm. That’s… er… nice? I only noticed because I was on a train and my reported battery life was under what I would have expected. Screen brightness was down, nothing processor-intensive …

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Posted on: 02-9-2009
Posted in: Tips
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