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Category: Process Posts

Wave Function Collapse

05/05/2022 Robert Leave a comment

Wave Function Collapse is a procedural content generation algorithm that uses an extension of constraint solving. For example, a cell’s…

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Posted in: Bukkit, Java, Process Posts

Influence Maps, Ants, and Flocking

04/27/2022 Robert Leave a comment

An influence map is a grid-like data structure where each cell carries information about its surroundings. This is typically in…

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Posted in: Process Posts

Flow Fields

03/07/2022 Robert Leave a comment

Flow fields are a technique applicable when many units need to pathfind to the same location. It is an extension…

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Posted in: C#, Process Posts, Unity

Flocking and Context Maps

02/17/2022 Robert Leave a comment

An AI that flocks, explores its environment, and avoids collisions with static and dynamic objects.

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Posted in: C#, Home Post, Process Posts, Unity

Introduction to Context Maps

02/03/2022 Robert Leave a comment

An AI that explores its environment while avoiding collisions with static obstacles and other agents.

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Posted in: C#, Home Post, Process Posts, Unity

Platformer analysis: Generating graphs for pathfinding

12/18/2021 Robert Leave a comment

Overview To create this algorithm, I first looked at how NavMeshes work. We can’t add all possible points on the…

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Posted in: C#, Home Post, Process Posts, Unity

Devlog: Dialogue system in Unity

07/29/2021 Robert Leave a comment

Whether in games or more traditional media, it’s hard to tell a story without any verbal or written interaction. Oxford…

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Posted in: C#, Home Post, Process Posts, Unity

Devlog: Physics-based character controller

07/17/2021 Robert Leave a comment

Like many systems, the systems by which a player moves have facets and layers of complexity, built on a layer…

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Posted in: C#, Home Post, Process Posts, Unity

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