Development blog

DevShot #2

Posted on 31 May 2021

Monday morning. Let's start off the week with a new DevShot of Project Slide!

Level design video - cliffs, rocks, trees and terrain

Posted on 23 May 2021

In this video we take a look at how the natural environments in Project Slide are put together in the level editor.

DevShot #1

Posted on 20 May 2021

As the game progresses past the whiteboxing phase and proper assets are coming in we can start to take pretty pictures. Here is the first one.

Careful with that firing rate, Eugene!

Posted on 7 Feb 2021

Most of the time software bugs are annoying. Sometimes they can be cool! Here is how I created an accidental fully automatic grenade launcher.

Status Update - January 2021

Posted on 17 Jan 2021

It's a new year! Let's see what has been going on with Project Slide since the last blog post.

Six-wheel drive vehicles in PhysX

Posted on 31 Oct 2020

Today we'll have a look at six-wheel drive vehicles, and develop a new differential which prevents the vehicles from getting stuck.

The birth of a vehicle

Posted on 20 Oct 2020

In this blog post we'll look at the complete process of creating an in-game vehicle, from concept to implementation.

Little Victories in Game Development - Level data queries

Posted on 9 Aug 2020

Managing all the data in our game levels can become cumbersome and slow. Today we'll look at how we can make this a little easier, though level data queries.

Ramblings about video game AI - Part 3 - Navigating the game world

Posted on 25 Jun 2020

In the third part of our ongoing series about AI we look at navigation, pathfinding, nav meshes, roads and obstacles. Fun!

Little Victories in Game Development - Editor selection groups

Posted on 30 May 2020

Sometimes the simplest solutions are the best ones! We take a look at object selection groups in the Basis level editor.