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Hardshields

Anyone interested in seeing hardshields in a game like this? Hardshields being shields that are very strong against kinetic hits. Allowing you to ram ships, moving them and jarring systems/crew if you're large, or possibly punching holes in large ships if you're small and can move very fast. Some tr...

Re: Race conditions, deadlocks, and semaphores, Oh My!

I haven't used any of C++11's features yet (I don't keep up with which ones VS supports at the moment...would prefer just to wait till it's done), but the specs on that look awesome to me. I would be extremely happy to have a standard threading library. IMO it would be a very big boon to c++ perfor...

LibTom

Not sure if this belongs in technical or suggestions, but have you heard of LibTom? It's a library for multiple precision maths. I thought you might find it interesting, if not useful, given the low cap on floating point numbers. It might be applicable in some way to reduce object shuddering (or oth...

Re: AI Pathfinding

There's an incredibly expansive book on modern AI techniques coming out this year but it won't be out until you're much much farther into this, September, in case you wanted to put it on a watch list though I'll link it. http://www.amazon.com/Game-AI-Pro-Collected-Professionals/dp/1466565969/ http:/...

Re: AI Pathfinding

Essentially regions and objects are assigned an n-dimensional field of cost that flows out from them, when multiple fields start to come together or overlap, the easiest path to follow to get by them forms itself on the fly and an agent can easily choose the right path to follow. Edit: I had a link ...

AI Pathfinding

Your recent mention of scalar fields in pathfinding reminded me strongly of Flowfield Pathfinding, a pathfinding method used in the Supreme Commander games and the upcoming Planetary Annihilation. Have you heard of this term before and is your decided implementation quite a different beast or someth...

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