Design Patterns is a complex subject. Maybe that’s why sometimes its concept and utilisation are misunderstood. Mainly in game development, there are some myths about the usage of Patterns, and in this post I will try to break them apart.
Before starting, it’s important to understand [...] (Read More)
It has been almost two years since I left Brazil to follow my dream and work with game development.
In this meanwhile I was programming and leading teams in mobile projects, from services (updating, porting, etc.) to creation (prototypes and full game implementation).
For a couple of times I had [...] (Read More)
In the previous posts I’ve talked about the problem of find a path and about the Dijkstra Algorithm.
Even finding always the shortest path between two points (when a possible path exists, of course) the Dijkstra algorithm has some caveats when used in games.
At first, let’s talk [...] (Read More)
In 1959, Edsger Wybe Dijkstra created an algorithm known as “Shortest-Path Algorithm”, which was and still is the basis for the creation of several other specific and improved algorithms.
The Shortest-Path algorithm does not use the real position of the points to compute the [...] (Read More)
One of the most common problems in game programming is the need to find a path to move some intelligent entity. Take as an example a game where the player (a ghost) is pursued by some enemies.
A simple solution to this problem could be an algorithm where the direction is obtained from the [...] (Read More)