-
AI Decision-making & Pathfinding in Games
Path finding Techniques Most games require AI to travel to some place; as in chasing the player intelligently or just driving along the roads to some place. For this, we need an algorithm. The algorithm we will use is called A* (read A-star). it is the most common approach used in most video games. Overview…
-
Math in Video Games
Reading The purpose of this text is to familiarize you about the math in games; you should not stress on this too much, as you will eventually grasp the concepts as you progress into making stuff. Most of the things discussed here are wholly or partially well-implemented in game engines such as Unity, Godot or…
-
Designing your Video Game
Game design is the documentation of everything about the game before we develop it. Clear game design prevents disorder during development & leads to success. Even if you are working solo or in a small team, it is a good idea to work properly on design instead of delaying your decisions until development; as we…
-
Basics of Game Development
Prerequisite Basic programming skills & logic-building. GameDev in Nutshell Game development process involves coming up with an idea, thinking hard to see if its feasible, designing your game, writing story, choosing development technologies, making art, coding it, adding sounds & music, adding UI interface & publishing it. All of these elements are usually done by…
-
Poisson Disk Sampling
In my old games, I used simple noise for procedural placement of trees in forest. This resulted in many trees clump together as the noise samples are generated too near in some cases. The solution to this is poisson disc sampling. Comparison of noise samples with poisson samples: Classical Algorithm for Poisson Disk The old…
-
Simulating Hydraulic Erosion of Terrain
Hydraulic erosion is a nature-based algorithm that simulates erosion caused by water on terrain. It is useful to make procedurally generated terrains look more realistic & interesting. Hydraulic Erosion Overview Water from mountains come down through slopes, forming creases along the way. This water is then accumulated as is travels, causing the formations of streams.…
-
Noise Functions
In a Nutshell Noise functions are used to add variation. It is useful for making procedural oceans, terrains, forests & vegetations and so on. 1. White noise 2. Value noise 3. Perlin noise 4. Voronoi (Worley) 5. Fractal Brownian Motion White Noise White noise is one of the simplest of the noises, made up of…
-
Marching Cubes Algorithm
A simple heightmap-based terrain works well for simple geometries in procedural generation, but when we have to make structures that should grow in any dimension, such as caves, cliffs, rocks; we need a better algorithm. For this the marching cube is a go-to algorithm but in my case, it was too slow for my game…
-
3D Procedural World Generation
I was making my bird game & the player should be able to fly tens of kilometers to any direction, above the rich forests & deserts. There should be different species of birds flying in beautiful patterns and should interact with the world in a good way. I knew that the answer is procedural generation,…
-
3D Boat Physics
In a Nutshell When an object is submerged in a fluid, it displaces the surrounding fluid. This displacement results in the elevation of the fluid around the object. As the fluid is lifted against gravity, it gains potential energy. The source of this potential energy is the work done by the object in displacing the…