Hey, everyone! It’s been a few months since I posted on my blog like this, but that’s because I’ve been hard at work on a new tutorial for you all!
One of the more popular pages on this site has been a link I provided to ActiveState’s C++ A* Algorithm, and, while that’s good and all, it’s not really a tutorial by any means, and, well, it’s someone else’s stuff. I wanted to show you guys not only how it’s done, by the whos and whys.
So, without further TODOs…
It’s got history, jokes, source code, images, the works!
Let me know what you guys think! Tell your friends! MAKE THE MACHINES BEND TO YOUR WILL!
That last part is a little exaggerated, but that’s basically what you’ll be doing!
Hey all! How’ve you been?
I’ve been very busy lately. I know I don’t post often enough, but I’m working on changing that up. And, for starters, I’ve posted a brand new tutorial! Been a few years since I’ve done that, right?
Well, for you AI newbies, I’ve posted a tutorial for a Finite State Machine I made a few years ago, affectionately called the Super Simple State Machine. I even posted the code and a Unity package demo project up on my GitHub for you. Isn’t that nice?
Give the tutorial a look-see, let me know if you like what you see and you want more.
That sounded really dirty… Sorry about that. Later!
Flying is a simple concept in games. An object that can move in 3 dimensions? I am all over that! But how about rotating to the forward vector? How about a constant velocity? Here is a quick way to get your game object up in the air (that joke hurt to type).