gooni-xna.blogspot.com
Gooni's XNA Blog: März 2010
http://gooni-xna.blogspot.com/2010_03_01_archive.html
Sonntag, 28. März 2010. Behavior - Alternating tasks. From now on, it is fairly simple to extend and enhance our AI's behavior:. We'll let building remain our priority, but whenever we have dropped a converter, we will pick up a power-up while our converter sinks into the ground. With this small modification our pacifistic AI behavs almost like a (somewhat greedy) human player already. Without changing our behavior any further, it can never be wrong to shoot at anything that moves! What we are doing now ...
gooni-xna.blogspot.com
Gooni's XNA Blog: April 2010
http://gooni-xna.blogspot.com/2010_04_01_archive.html
Freitag, 2. April 2010. Behavior - Top-down Approach. In order to define a framework that allows us to specify what funcionality exactly a micro behavior should provide, we have to abstract from the tasks, a player has to accomplish. And I don't mean tasks live saving Sandy or getting the rest of those alien bastersd. I mean tasks like moving, dropping converters and activating upgrades. In Squar, you have to. Fire your tank gun (RT). Activate converter upgrades (LB). Activate tank upgrades (RB). What we...
gooni-xna.blogspot.com
Gooni's XNA Blog: Behavior - Top-down Approach
http://gooni-xna.blogspot.com/2010/04/behavior-top-down-approach.html
Freitag, 2. April 2010. Behavior - Top-down Approach. In order to define a framework that allows us to specify what funcionality exactly a micro behavior should provide, we have to abstract from the tasks, a player has to accomplish. And I don't mean tasks live saving Sandy or getting the rest of those alien bastersd. I mean tasks like moving, dropping converters and activating upgrades. In Squar, you have to. Fire your tank gun (RT). Activate converter upgrades (LB). Activate tank upgrades (RB). What we...
gooni-xna.blogspot.com
Gooni's XNA Blog: Behavior - Mirco vs. Macro
http://gooni-xna.blogspot.com/2010/04/behavior-mirco-vs-macro-bottom-uo-vs.html
Freitag, 2. April 2010. Behavior - Mirco vs. Macro. As we saw in the last video, the AI already behaves somehow reasonable for most of the time. However it is obvious that we can't let our AI behave determinsitc. A determinstic AI is likely to behave "stupid", e.g. our hitherto implemented AI would chase a player forever if he drives around a long wall. For a more differentiated way to determine the chance to abort your present task. What will be our next step? This brings us to the second way of proceed...
minnameier.com
Christoph Minnameier - Projects
http://www.minnameier.com/projects
JA - Back in Action. A selection of the more interesting projects i've worked on over the last years. Space Odyssey (working title) is my most recent project and it's my first time that I try to do really everything (gamedesign, programming, art, sounds) on my own - at least as some kind of preproduction. The project is based on the awesome LibGDX, a java open-source framework with tons of helpful features for mobile development (including, of course, desktop-debugging, as well as iOS portability). C...