Archive for the ‘Programming’ Category

Designing Emergent AI, Part 3: Limitations

The first part of this article series was basically an introduction to our AI design, and the second part of this article series took a look at some of the LINQ code used in the game, as well as discussing danger levels and clarifying a few points from the first article. The second article was […]

Choosing a DirectX Platform In C#

Apparently my game AI War: Fleet Command is the first selling game to use the SlimDX development framework. Does it reflect poorly on me that I didn’t know that until today, a month after my game was actually released? Well, that knowledge probably wouldn’t have scared me off from using their library, anyway — the […]

Designing Emergent AI, Part 2: Queries and Code

The first part of this article series has been a hit with a lot of people, yet criticized by others for being too introductory/broad. Fair enough, starting with this article I’m going to get a lot lower-level. If you’re not a programmer or an AI enthusiast, you probably won’t find much interest beyond this point. […]

Designing Emergent AI, Part 1: An Introduction

A lot of people have been curious about how the AI in AI War: Fleet Command works, since we have been able to achieve so much more realistic strategic/tactical results compared to the AI in most RTS games. Part 1 of this series will give an overview of the design philosophy we used, and later […]

Optimizing 30,000+ Ships In Realtime In C#

My latest game, AI War: Fleet Command, has some of the highest unit counts in the RTS genre. Most campaigns against moderately-hard AIs have over 30,000 ships being simulated at once by the time they are done, and many multiplayer campaigns have upwards of 60,000 or more ships. The game is coded in C#, a […]