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* [https://web.archive.org/web/20170303114938/https://soriandev.blogspot.com/ Sorian Dev (Michael Robbins)] | * [https://web.archive.org/web/20170303114938/https://soriandev.blogspot.com/ Sorian Dev (Michael Robbins)] | ||
[http://www.gameaipro.com/ Game AI Pro] (early approaches to tech used in Planetary Annihilation) | [http://www.gameaipro.com/ Game AI Pro] (early approaches to tech used in Planetary Annihilation): | ||
* 23. Crowd Pathfinding and Steering using Flow Field Tiles (Elijah Emerson) | * 23. Crowd Pathfinding and Steering using Flow Field Tiles (Elijah Emerson) | ||
* 30. Using Neural Networks to Control Agent Threat Response | * 30. Using Neural Networks to Control Agent Threat Response (Michael Robbins) | ||
[https://www.gdcvault.com/play/1015667/Off-the-Beaten-Path-Non GDC 2012 Off The Beaten Path] (early approaches to tech used in Planetary Annihilation): | |||
* 17 minutes: Neural Networks in Supreme Commander 2 (Michael Robbins) |
Revision as of 19:02, 9 February 2018
Planetary Annihilation is a cross platform client / server networked OpenGL application with a new engine developed in C++11 and a moddable HTML5 user interface using CoherentUI based on Chromium.
Technology links:
- The Tech of Planetary Annihilation: Chronocam (Forest Smith) Q&A
- Bending Solid Geometry (Allen Chou)
- Sorian Dev (Michael Robbins)
Game AI Pro (early approaches to tech used in Planetary Annihilation):
- 23. Crowd Pathfinding and Steering using Flow Field Tiles (Elijah Emerson)
- 30. Using Neural Networks to Control Agent Threat Response (Michael Robbins)
GDC 2012 Off The Beaten Path (early approaches to tech used in Planetary Annihilation):
- 17 minutes: Neural Networks in Supreme Commander 2 (Michael Robbins)