game

0.1 – Early Steps

July 28, 2012 Blog

When I started developing Heka, I only had a rough idea of how it would look and work. I read several articles on component design and knew the Torque Engine quite well, but by and large, I was flying blind. This was not so much because I didn’t know what I’m doing, but more so […]

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0.0 – Building Heka

July 28, 2012 Blog

It was roughly two years ago, when Phil Carlisle told me about the Component Architecture and how he uses it in his game project. The idea literally exploded in my Mind and I had to try it. So I forked out a vanilla copy of Torque 3D (1.1 beta 3, later upgraded to 1.1 final), […]

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A.I. Foe Cussing

October 19, 2010 A.I.

Welcome back to pun time! First of all though, i’d like to say sorry for that major delay in entries lately, RL is taking its toll and if you further refuse to pay me for spending my precious time with Apokalypsos instead of working for food… well… But now back on topic, A.I. focus. Some […]

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A Generic Approach to NPC A.I.

August 5, 2010 A.I.

Ok, welcome back! Today ill go into a bit more detail on how generic approaches help create reasonable NPCs, how this can be achieved and what other merits it bears. Like i stated in the introduction post, most actions are generic. Actually, how intelligent or dumb someone in real life seems if most of the […]

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Apokalypsos & A.I. : An Introduction

July 29, 2010 A.I.

Hi Folks, first of all, let me introduce myself. I’m Simon Wittenberg and I’m responsible for the A.I. in Apokalypsos. I had this Forum created to tell you about the ongoing development in my department. In a (hardly) weekly series ill talk about the general aspects of A.I. in game development, the very approach we […]

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