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.
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 schedule has been pretty hecktic, so I haven’t updated this place in a while. But I have been working on a few new projects, as well as taking part in the Philly Game Jam. I’ve posted up the page for it – Super Ultimate Ghost Fighter Turbo!(Say what you want, that’s the best title ever).
Also, the Global Game Jam wrapped up yesterday. I wasn’t able to participate, due to me taking a much needed vacation in Vermont. The QuadraTron team, however, got together with a few other people and formed Team Threshold and made an awesome game – Threshold.
So, there. That;s 2 games for ya. That should hold you over until the next time I post (which will (hopefully (Nested!)) be soon!).
OK, first off: No, I’m not dead. 2: No, I’m not a zombie. 3: Yes, zombies are considered dead. 4: I’d like to take a moment to consider a pivotal part of any game programmer’s arsenal of design patterns: The Observer.
The observer pattern, to put it simply, is an object that will only perform a specific action when another object/objects (called “the subject”) are in a particular state. A gentleman by the name of Bob Nystrom is working on an online (and soon physical) book regarding game programming, called GameProgrammingPatterns.com. In his book, he describes the fundamentals and design of the Observer pattern in a fun and simple way that can have even the most basic programmer up-and-running with Observers in no time; like a strange digital voyeur of code.
OK. That was disturbing.
Anywho, go run over to his site, and check out the other “chapters” he’s done. His book is still a WIP, but it’s already a classic. Take care!
One thing I always considered good practice is “If you know what you need, and ‘the wheel’ is over-bloated, it’s OK to reinvent.” I looked at animation systems involving many awesome features, but I wanted something really, really simple. Named after my room mate, here is the Super Simple Animation System (SSAS).
I know i’ve been out for a while – I’ve been SWamped up TO my eaRs in work.
Last month was the Global game jam 2012, and Me, Zenas Bellace and Christian Plummer returned to the battlefield. With the help of Moises Carreras and Matt Catron and George Harris, we dominated. Our task was to make 1 game. We made 3.
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!
Update! Oct. 4, 2018
Seeing how this is one of the more… wait, haven’t I done this before? Well, we’re doing it again, because now I have an A* algorithm of my own! Go check out my newest tutorial, KMStar! It goes pretty deep into explanations, so, hopefully, you’ll get a better understanding of how A* works! Yay!