Monthly Archives: November 2010

Sound, new equipment system, new player data system, AI target motion prediction.

I’ve been experimenting with sound, and the results are pleasingly straightforward.  After appropriate linking and placing of files, it takes a total of six very simple lines of code to load a .wav and play it at full volume.  The … Continue reading

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AI, with improved collision avoidance

I’ve rewritten the “AI”- at least, the part of it that determines, millisecond by millisecond, what direction the ship should be applying its thrust.  The problem is pretty complex.  First, I’m not realistically able to run the AI by pre-computing … Continue reading

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