Matt Klingensmith's Blog
I am a PhD candidate at the Robotics Institute at Carnegie Mellon University, in Pittsburgh PA. I am also the co-founder of Completely Fair Games Ltd., and the lead programmer on DwarfCorp.
In this article, we thought we would share our experiences with DwarfCorp, our recently funded video game kickstarter project: what went right, what went wrong.
In this article I wanted to discuss the common techniques of motion planning in context, and explain some of the advantages and disadvantages of each. I also want to present some of the basic techniques beyond those commonly used in video games.
Here we discuss the cellular Automata algorithm behind DwarfCorp's water simulation.
This is a post detailing the technical process of generating terrain in DwarfCorp: a ruthless fantasy capitalism simulator.
Matt Klingensmith's Comments
[Blog - 09/07/2013 - 12:00]
Oh, begins in contact I ...
Oh, begins in contact I guess I have to clarify that the agent takes a step is a do-while rather than a while loop. The agent steps off the obstacle and into free space before the collision is registered.
[Blog - 08/21/2013 - 08:35]
We started development by writing ...
We started development by writing down a big list of philosophical topics and philosophers. We settled on moral topics and moral philosophers. There were many philosophers we wanted to include in the narrative, but which we couldn 't make fit in the time constraints we had. Nietzche was one of ...
[Blog - 08/11/2013 - 04:44]
[News - 08/13/2013 - 04:25]
At first, we wanted no ...
At first, we wanted no stretch goals beyond cross platform porting for DwarfCorp for this very reason. However, after tons of community pressure, we caved and threw in a bunch of feature-creeping stretch goals. I 'm just hoping it doesn 't ruin our project