Line of sight in hex gridNov 23, 03:20 PM

We have been steadily working on a game, and as such the site has been quiet. I wanted to take a short break to discuss an issue that we ran into, as the algorithm may be of assistance to others.

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Behavior trees on actual useApr 13, 11:04 AM

I’ve been getting some questions about proper use of Behavior Trees. Instead of going over the basics, this time we focus on some actual use cases, like playing animations on action change or best options for reacting to emergent situations. You’re not a state machine, after all.

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Mono Forms performanceFeb 9, 09:51 AM


OSX running Mono 2.0.1 running Reflector. Processor usage: 99-100%
OSX running VMWare Fusion running Windows XP running .Net 3.5 running Reflector. Processor usage: 7-20%

Hmm.

That’s… er… nice?

I only noticed because I was on a train and my reported battery life was under what I would have...

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Getting fancy with hex gridsJan 5, 10:38 AM

On which our hero is reminded that killing cockroaches with a machine guns can get expensive.

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AIGameDev talk on Behavior treesDec 31, 10:32 AM

Alex Champandard has published an updated version of his talk in Behavior Trees for Next-Gen Game AI at AIGameDev. It’s a great introduction to the topic if you’ve read our Behave tutorials for Unity and...

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Quick tip: Behave and JavascriptDec 23, 05:52 PM

The Unity forum has a few posts on how to use Behave with Unity’s version of javascript, including how to declare interfaces in the language. You can find them on this thread.

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Quick tip: Triggers and LinecastsDec 11, 01:00 PM

Here’s a quick tip: if you implement proximity detection with triggers, bear in mind that these are still colliders. That means that if you do cast rays or lines, they...

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