3D, AI, procedural generation and black jack

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Montréal
This journal is dedicated to my auto formation and my experimentations.
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7 followers
15 entries
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bdubreuil
January 11, 2020
Image Recognition by Equilateral Encoding
Context

I recently started reading the book Artificial Intelligence for Humans, Volume 1: Fundamental Algorithms by Jeff Heaton. Upon finishing reading the chapter Normalizing Data, I decided to practice what I had just learnt to hopefully finally understand 100 % of a special algorithm : …

6,167 views
bdubreuil
October 02, 2018
Navigation Mesh : Wall Collision Avoidance

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Introduction

In our 3D game (miimii1205), we use a dynamically created navigation mesh to navigate onto a procedurally generated terrain. To do so, only the A* and string pulling algorithms were…

12,759 views
bdubreuil
October 02, 2018
Simple organic and brute force dungeon generation

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Last month, I made a pretty simple dungeon generator algorithm. It's an organic brute force algorithm, in the sense that the rooms and corridors aren't carved into a grid and that it stops when an area doesn't fit in the graph.…

16,643 views
bdubreuil
October 02, 2018
Unit Vision

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First off, here's a video that shows the unit vision in action : 

 

So, what is the unit vision? It's a simple mechanism that notifies a unit when another unit enters its vision field. It also takes into accou…

5,214 views
bdubreuil
October 02, 2018
Zone generation

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I have integrated the zone separation with my implementation of the Marching Cubes algorithm. Now I have been working on zone generation.

A level is separated in the following way :

  • 5,539 views
    bdubreuil
    October 02, 2018
    Low poly terrain

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    Recently I've been tackling with more organic low poly terrains. The default way of creating indices for a 3D geometry is the following (credits) :

     

    A way to create simple differences that makes the geometry slight…

    11,885 views
    bdubreuil
    October 02, 2018
    Zone division

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    A friend and I are making a rogue-lite retro procedural game. As in many procedural rogue-lite games, it will have rooms to complete but also the notion of zones. The difference between a zone and a room is that a zone is open air whil…

    9,234 views
    bdubreuil
    October 02, 2018
    Behavior Tree - Follow, Search And Retreat

    I integrated LibGDX's Behavior Tree AI module into our roguelite, vaporwave and procedural game, which is made use the jMonkey Engine 3.1.

    I then created the following behavior :

    - Follow enemy

    - Search the enemy's last recorded position

    - Return back to initial chase position

    - Stop the chase after a c…

    6,032 views
    bdubreuil
    August 08, 2018
    Adding and Destroying Voxels

    Today, I finally finished the following features :

  • Add new solid voxels at the selected position
  • Destroy voxels at the selected position
  • Generate chunks on the fly
  • Remove chunks on the fly
  • Here is a video demonstrating those features :

    3,681 views
    bdubreuil
    August 02, 2018
    Voxel Traversal Algorithm (Ray Casting)

    For more information and updates about the game, which is a voxel colony simulation / survival, please subscribe to r/CheesyGames.

    World Generation

    This is a simple world made of chunks of 32³ voxels. The world itself is not static : as you can see on the top of the image, chunks only exist if there …

    27,723 views
    bdubreuil
    July 29, 2018
    Marching cubes

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    I have had difficulties recently with the Marching Cubes algorithm, mainly because the principal source of information on the subject was kinda vague and incomplete to me. I need a lot of precision to understand something complicated :…

    11,435 views
    bdubreuil
    June 14, 2018
    Our first hater

    So we had our first hater... but first please listen to one of our music we think we was bashing against. After that, let's hear the context.

    Context

    Our development blogs on gamedev mainly focus on the actual development of our game(s) and any related research that we've done. So, our t…

    4,414 views
    bdubreuil
    May 24, 2018
    Fresnel Outline Shader for Picking up Items

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    Idea

    We wanted units in our game to be able to pick up items, including the player. But how can the player know which item will be picked up when he executes that action? Traditionally, video game developers and designers do this by usi…

    7,597 views
    bdubreuil
    August 23, 2016
    Voxels

    Voxels! Unlike my old XNA application, this one's code is way more beautiful to the eye. Zero switch or if and else for cube faces, as I did with my cubic planet faces.

    My only problem with voxels is that it's a 3D grid. A 3D grid take a lot longer to compute than six 2D grids.
    250 * 6 = 1500 quads t…

    3,503 views
    bdubreuil
    August 18, 2016
    Grouping of my [new] work so far

    I'm an amateur and hobbyist video game developer. I've been programming for 9 years now even though I'm almost 21. When I started, it was rough being extremely bad with the English language and a noob programmer. Instead of helping me, people over multiple forums were only degrading my lack of skil…

    2,755 views
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