This wiki is archived from 2021-09-05
Template:Technology: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
mNo edit summary |
||
Line 3: | Line 3: | ||
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
- 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)