So I’ve recently completed my MSc thesis on video game pathfinding and I guess it’s a little weird for someone who spent the last year focusing on game AI and pathfinding to not actually spend much time blogging about it. I figured that I spent the time today and write a short post on optimizing … Continue reading
So I finally managed to complete the undergraduate course slides. I know I wanted to get them completed by the end of December but things didnt really go according to plan. The slides are available here: http://takinginitiative.net/computer-graphics-course-slides/ These slides cover the entire graphical pipeline from start to finish in detail. They are intended for a … Continue reading
I recently posted about some preliminary results for my prototype algorithm, I now have the final results for both BGMAPs and my own set of RTS style game maps. Both sets of maps were sized at 512×512. The RTS maps are simple island style maps which I made more complex that the average RTS map found … Continue reading
It’s been a while since I’ve posted about anything pathfinding related. I’m currently wrapping up my thesis and once I finish work on this prototype algorithm all I need to do is write up my results and my thesis is complete. My prototype algorithm is based on a pretty stupid premise so I wont go … Continue reading
I fly out to San Francisco tomorrow for the 2011 Game Developer Conference. I was awarded the Eric Dybsand Memorial Scholarship for AI Development this year and so am lucky enough to be able to attend the conference. Attending the GDC has been a dream of mine and now that I’m so close to realizing it, … Continue reading
So for the first time in months, I find myself with some downtime. I’m currently in Arlington, TX visiting my dad. the last few days have been spent reading my silly fantasy novels and watching GDC lectures from previous years (thanks Dave!). I watched a presentation on NVIDIA’s NSight tool which allows for in-depth GPU … Continue reading
A lot of guys have asked me for advice on developing and debugging shader programs. Well, it’s a tricky topic to deal with. Tto be able to fully debug shader programs you will need either a shader IDE like FXComposer or a GPU debugging tool like Nvidia Nsight. These are both complex tools and beyond … Continue reading
Ranting is not something I really do on this blog, but having both crysis 2 and killzone 3 leaked prior to their releases is something that annoyed me to a large degree. The crysis leak was particularly painful for the developers, mainly since it was an unfinished build that a lot of gamers are going … Continue reading
I attended my first global game jam over the weekend and it was quite an experience… I learnt that trying to write a 2D game engine and a game in 48hrs is something I wont try again. I am not familiar with any game frameworks like XNA, game maker or game salad, so I was forced … Continue reading
I’ve been putting off this post for a while cause it still feels like a dream! I’ve been awarded the “Eric Dybsand Memorial Scholarship for AI Development” by the IGDA Foundation as well as a GDC scholarship by the International Game Developers Association. What this means is that I will be attending the Game Developers … Continue reading