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!
So, my blog’s concept is nothing new: Games, programming, tutorials, the works. But everyone’s a little different and post up different content, and recently I found this blog, by Rodrigo Monteiro, where he not only posts up tutorials, game design, and even 3D game math, but he also gives his 2 cents on games and game design ideas. It’s a real great blog, and definitely one to bookmark. Here, I have a few pages of interest for you:
Seeing how this is one of the more popular posts on my blog, I wanted to update the link for the algorithm. The above link works, but the creator has moved all his “recipes” to his GitHub. Here’s a link for his C++ A* Algorithm Recipe. Good luck!
C++ Programmers (AKA, REAL Programmers) rejoice! The new standard for C++ has been published! A lot of exciting and powerful features have been added not only to the STL, but to the language itself. Some features include automatic type deduction, new algorithms, nullptr, lambda expressions, and (my favorite) a standard Threading Library. And to make it even better, it’s even faster than the current standard. I just const’d myself.
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).
I program applications that run on IBM AIX servers at work. Multiple people will be running different instances of my programs, and if any of my programs are writing to a file at any time, it could become problematic. For example:
Person 1 runs MyProg, which opens MyFile.txt, which contains the text “Hello, World.”
Person 2 runs MyProg, and also opens MyFile.txt, which contains the text “Hello, World.”
Person 1 now makes edits to MyFile.txt and saves it, so now it reads “Hello, World. Beautiful day today!” He exits the program.
Person 2 then makes his edits to MyFile.txt, which reads “Hello, World. Person 1 is a jerk!” and saves.
Person 1 gets fired.
Because there’s no locking, data can get overwritten without anyone noticing.