Tag: ai

Algorithm for Aiming at a Moving Target

There are a couple old projects I recently realized aren’t visible anymore (because they were using old player technologies) so I decided to dust them off and do WebGL builds of them. I’ll talk about the other next month, but in this blog post I just want to focus on one, the demo of an algorithm I devised for aiming at a moving target. The interactive demo is on my space at itch.io:

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Grid-based movement for both Player and Enemies

Last month I had implemented dungeon generation for my first-person roguelike/RPG game, but it wasn’t populated yet, nor could you move around it. Well, I’ve since programmed that stuff.

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Two additions: BSP dungeons and A* pathfinding

As I blogged about a couple months ago, I’m writing a little RPG for a fun hobby project. I was inspired by this twitter thread about a random monster generator, and I designed a tabletop rule system to use. Since then I’ve been implementing things in Unity, and this month I want to talk about the first two things I programmed: procedural dungeon generation, and grid-based A* (or A-star) pathfinding.

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