Sven Bergstrom's Blog
• designer and creator of video games and their pieces •
Working full time as the artist on Drifter with Colin. Available as instant access preorder (PC/Mac/Linux), heading to Steam Early Access soon - also coming to PS4/Vita/iOS.
Find me on twitter or underscorediscovery.com
This post about path finding covers approaches I have been messing with to confront some of the issues I have with path finding on grids, like path results always look really rigid and unnatural. Voronoi / Delaunay and Graph Theory gives neat results.
Sven Bergstrom's Comments
[Blog - 01/09/2014 - 09:08]
This is an implementation detail, ...
This is an implementation detail, what I do is set the weights of the cells of a path in use to something other than 0, making other path finding entities use other cells. r n r nIf you had really dense sets of AI walking across each path found can ...
[Blog - 10/14/2013 - 05:57]
I have to spend some ...
I have to spend some dedicated time to re-read this but skimming over it, it is fantastic. r nA monolithic amount of work and time put in and for that - Thank you
[Blog - 03/01/2013 - 01:31]
[Blog - 02/26/2013 - 10:04]
[Blog - 02/25/2013 - 11:38]
I will just drop this ...
I will just drop this here, as I feel it continues this discussion a bit : r nhttp://www.gamasutra.com/blogs/EMcNeill/20130226/187348/Heading Off the Indie Backlash.php
[News - 02/06/2013 - 02:49]
An interesting point would be ...
An interesting point would be that this way means committing 1 more 2 more 3 more years to reach many platforms r n r nMaking a 3 year 3 years porting game is not fun for many parties involved, especially game designers and artists... And audio engineers.. Waiting around for ...