Development blog
Careful with that firing rate, Eugene!
Posted on 7 Feb 2021
Most of the time software bugs are annoying. Sometimes they can be cool! Here is how I created an accidental fully automatic grenade launcher.
Status Update - January 2021
Posted on 17 Jan 2021
It's a new year! Let's see what has been going on with Project Slide since the last blog post.
Six-wheel drive vehicles in PhysX
Posted on 31 Oct 2020
Today we'll have a look at six-wheel drive vehicles, and develop a new differential which prevents the vehicles from getting stuck.
The birth of a vehicle
Posted on 20 Oct 2020
In this blog post we'll look at the complete process of creating an in-game vehicle, from concept to implementation.
Little Victories in Game Development - Level data queries
Posted on 9 Aug 2020
Managing all the data in our game levels can become cumbersome and slow. Today we'll look at how we can make this a little easier, though level data queries.
Ramblings about video game AI - Part 3 - Navigating the game world
Posted on 25 Jun 2020
In the third part of our ongoing series about AI we look at navigation, pathfinding, nav meshes, roads and obstacles. Fun!
Little Victories in Game Development - Editor selection groups
Posted on 30 May 2020
Sometimes the simplest solutions are the best ones! We take a look at object selection groups in the Basis level editor.
Ramblings about video game AI - Part 2 - Dissecting the brain
Posted on 22 May 2020
In the second part of our ongoing series about AI we look at how the "brain" of an AI agent works.