I spend bulk of the development time expanding the games AI. Latest improvement is the ability of NPC ringer ships to find and catch asteroids. This is a multi-level improvement: Pathfinding AI has been improved[…]
Tag: ai
I convinced a rock to think!
But first you need to flatten the rock and put lighting inside it.
Avoiding responsibility
Time to add AI-controlled ships. Since all movement ΔV is physics based, AI has to be physics aware. This is first attempt of AI-controlled flight: Seems to work well enough. Collision avoidance is bit reckless, but[…]
The idle CPU mistery
Pushing “In Dead Company” AI to its limit I found a strange thing. When I spawn hundreds of combatants, frame rate drops. This is to be expected – there is a limit to how much[…]
Quest for a leak that was not there
I spent most of today code-time hunting a curious leak. Not memory leak, mind you – memory consumption was perfectly normal. I tested my AI with 300 agents, and it worked smooth. At first. After[…]
Mindfields – AI for crowds
Gameplay and Story Segregation really gets on my nerves. Especially with RPGs. Story takes place in a city with thousands of souls, yet all you get are three levels with 30 characters at most. Those are[…]