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Koder makes Games

and occasionally writes a devlog

Tag: code

I have written something, and it works!

Reaction Control System

2018-03-232018-03-29 koderΔV: Rings of Saturn

RCS, commonly known as thrusters, is an essential system for spacecraft navigation. Rosatom-Antonow K37-TNTRL operates with reactor-powered hydrogen dioxide based exhaust allowing up to 200kN of thrust per unit – more than enough for agile maneuvers[…]

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Godot 3 is out

2018-03-182018-03-18 koderGames

Well, it is out for a while now, so I figured it’s about time to port our projects to it. To this date we were using Godot 2, but 3 offers some significant improvements. There[…]

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The idle CPU mistery

2017-10-242017-10-27 koderIn Dead Company

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[…]

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Quest for a leak that was not there

2017-10-232017-10-27 koderIn Dead Company

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[…]

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Mindfields – AI for crowds

2017-10-222017-10-27 koderIn Dead Company

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[…]

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