Large scale performant pathfinding
I realised quickly that A*, or another naive pathfinding solution, would never perform well enough for the game we were trying to make.
- Research
- Algorithms
The process of rolling my own engine, alongside my co-programmer Hayden has been a long, exhausting but incredibly fun process. First inspired by a prior AIE project that was made sans-engine, I immediately became interested in graphics programming. This evolved into a general love and drive for developing my own solutions to problems, and researching different avenues of tackling problems.
Below, there are a few short devlogs about various different challenges, and fun adventures in development I came across while developing "Mall or Nothing," and the engine it was built on.I realised quickly that A*, or another naive pathfinding solution, would never perform well enough for the game we were trying to make.
- Research
- Algorithms