Archive for July, 2007

AI in FPS

Thursday, July 19th, 2007

I did some work on implementing a hierarchical finite state machine for my FPS AI, similar to the system described here. I’m not entirely happy with the way I designed the hierarchy, so I’m holding off for a bit as I re-plan.

A* Pathfinding

Friday, July 6th, 2007

This website has a great generic C++ implementation of the A* algorithm.  It’s easy to learn from the examples, and the code seems well-written.

Object Views

Friday, July 6th, 2007

I prototyped an object view class to implement the multiplayer system defined in this gamasutra article. Here it is (it’s a C++ file, but I had to rename it to .c to get wordpress to link it): Object View Prototype Why it’s cool:  it’s a generic class that can attach to an object, track some […]

Resource Manager

Friday, July 6th, 2007

I added a generic resource manager template class to the VFramework. It’s pretty handy, less than 200 lines, and I used it for managing textures, which allowed me to delete a lot of complex junk from the textures class. Here it is: Resource Manager Class Here’s some example code (based on the prototype resource manager): […]

Artificial Intelligence for FPS

Thursday, July 5th, 2007

I’ve been thinking a lot of about creating AI for an FPS game. This post I made on the gamedev forums has provided a lot of great feedback. My initial approach of using A* as a method for state space search may be slower than I’d hoped unless I can come up with a good […]

Client/Server Code

Monday, July 2nd, 2007

I’ve been experimenting with how to do client/server code while maximizing code reuse.  Generic serialization and deserialization seems difficult, so I’ve been prototyping to try to shake out an architecture.  I made a post on gamedev asking for some advice.  The C++ FAQ has some good ideas as well.

Dev Journal and Project Hosting