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Since 2018 the Planetary Annihilation engine has been modernised to C++17 with updated versions of third party libraries.
Since 2018 the Planetary Annihilation engine has been modernised to C++17 with updated versions of third party libraries.


Historical Technology links:
==Historical Technology links==
* [https://blog.forrestthewoods.com/the-tech-of-planetary-annihilation-chronocam-292e3d6b169a#.nh8s4gld3 The Tech of Planetary Annihilation: Chronocam (Forest Smith)] [https://blog.forrestthewoods.com/q-a-planetary-annihilation-chrono-cam-851d959b5a1d Q&A]
* [https://blog.forrestthewoods.com/the-tech-of-planetary-annihilation-chronocam-292e3d6b169a#.nh8s4gld3 The Tech of Planetary Annihilation: Chronocam (Forest Smith)] [https://blog.forrestthewoods.com/q-a-planetary-annihilation-chrono-cam-851d959b5a1d Q&A]
* [http://allenchou.net/2013/07/bending-solid-geometry-in-planetary-annihilation/ Bending Solid Geometry (Allen Chou)]
* [http://allenchou.net/2013/07/bending-solid-geometry-in-planetary-annihilation/ Bending Solid Geometry (Allen Chou)]

Revision as of 18:02, 8 September 2021

Planetary Annihilation is a cross platform client / server networked OpenGL application with a custom engine developed in 2013/2014 using C++11 and a fully moddable HTML5 user interface using Coherent UI based on Chromium.

Since 2018 the Planetary Annihilation engine has been modernised to C++17 with updated versions of third party libraries.

Historical Technology links

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)