Design Patterns is a complex subject. Maybe that’s why sometimes its concept and utilisation are misunderstood. In game development, for example, there are some myths about the usage of Patterns, and in this post I will try to break them apart. Read More
Category: Game Programming
AI and Games Presentation
It has been almost two years since I left Brazil to follow my dream and work exclusively with game development. Read More
Path-Finding (Part 3) – A-Star
In the previous posts I’ve talked about the problem of finding a path and about the Dijkstra Algorithm.
Even if the Dijkstra algorithm finds always the shortest path between two points (when a possible path exists, of course), it may present some issues when used in games. Read More
Path-Finding (Part 2) – Dijkstra
In 1959, Edsger Wybe Dijkstra created an algorithm known as the “Shortest-Path Algorithm”, which was (and still is) the basis for the creation of several other specific and improved algorithms. Read More
Path Finding (Part 1)
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 (represented by a ghost) is chased by some intelligent enemies. Read More