CodeSOD: How to avoid the expensive “If-then-else” statement
About two years ago, in Data Structures and Algorithms, our lecturer briefly talked about the “If-then-else” statement and how much expensive it is as an operation. Leaving us with many questions, I...
View ArticleIntroducing my dissertation: StarPlanner
It’s about time I shared my final year project with the world. Due to my country’s military obligations I joined the army right after I got my bachelor, which meant that I didn’t have time to polish...
View ArticleTraining!
I’ve been into Game AI a lot lately, and in one of the interviews I watched, the developer had to wait 2-3 days while the AI of the game trained its Neural Network. I then ran into xkcd’s classic...
View ArticleIntroducing ‘Xanor’ (WIP)
Last month I attended the Paris Game AI Conference. Now I’m back and things look awesome! Time to get back to work! First of all, I would like to thank Alex Champandard for giving me the opportunity...
View ArticleWorking on Xanor: The Dialogue System
As promised, I will be making a series of posts regarding my upcoming video game, Xanor. In this post I will be demonstrating the dialogue system. Before I began designing a whole new dialogue system,...
View ArticleIntroducing ‘The History of Light’
The History of Light – Main Menu The History of Light is a Lights Out-type of puzzle game: There is a grid of lights that are either on or off and your goal is to switch them all off. Clicking on a...
View ArticleIntroducing: ‘Starcraft Planning Poker Cards’
When one of our team members left and took his planning poker cards with him, as a fan of Starcraft (albeit, not that good of a player), naturally, I decided to design a deck inspired by Starcraft II:...
View ArticleIntroducing ‘The History of Light’ v1.3 Release
The History of Light The latest version, 1.3, of The History of Light has been released at the Ovi Store. In this new update, two new worlds were added, with two entirely new and unique mechanics. In...
View ArticleUnity3D: Reduce compile time with Standard Assets
While there are many ways of reducing compile time in Unity, like moving your code in DLLs, I recently stumbled upon a very simple way that most developers can do, right now, and immediately get...
View ArticleUnity3D: Reusing animator controllers with AnimatorOverrideController
I’ve decided to start writing tutorials for features of Unity3D. If there is something you’d like me to write about, feel free to add it in the comments below, or simply contact me. Today we will be...
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