Development blog
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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.
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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.
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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.
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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.
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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.
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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!
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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.
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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.