Development blog

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.

Ramblings about video game AI - Part 2 - Dissecting the brain

Posted on 22 May 2020

In the second part of our ongoing series about AI we look at how the "brain" of an AI agent works.

Ramblings about video game AI - Part 1 - Introduction

Posted on 22 May 2020

The first part of an ongoing series where we talk about the AI systems in Project Slide.

The website is live!

Posted on 22 May 2020

The website is finally live! Welcome!