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Category Archives: Technical Discussions

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Swizzle Lists! A nonintuitive data structure for AI War 2.

AI War 2, Chris Talks, Technical DiscussionsBy Chris McElligott ParkJanuary 25, 2018Leave a comment

It really seems like there ought to be a quicker explanation for this, but to explain the fundamental goals, the pitfalls, and the usage constraints of this data type… well, data types are hard to explain if they’re off the beaten path. This one is really useful, but also pretty strange. edit: Aaaand Badger figured…

Using Mantis Bugtracker, And What Everything There Means

Advice For Players, AI War 2, Chris Talks, Technical DiscussionsBy Chris McElligott ParkJanuary 24, 2018Leave a comment

Primarily for new moderator/admin Dune, but we know a lot of folks find this sort of thing interesting, so here it is for everyone. If any other indies are using a bugtracker, this isn’t a bad approach to take, incidentally — we’ve handled almost 20,000 reports over the last 7 or so years in this.…

Goodbye, Alloy, But Thanks For Teaching Us A Lot

AI War 2, Art Discussions, Chris Talks, Technical DiscussionsBy Chris McElligott ParkDecember 4, 2017Leave a comment

As of our upcoming version 0.610, we’re removing the Alloy Shader framework. The above is a tutorial for Blue, our artist, though if any modders who are creating custom models are also using substance painter, this shows you how to set up your setup, too. You can also infer pretty easily how to do combinations…

Notes For Keith – “Ship Buttons” in AI War 2

AI War 2, Technical DiscussionsBy Chris McElligott ParkJune 7, 2017Leave a comment

Working notes, and a bit of a tutorial of sorts (as well as a request for help) for Keith. Also includes essentially some working notes for Blue, our artist. And there’s some technical tidbits that an avid modder could pick up here, if they’re so inclined.

Tutorial – Skinning UGUI Dropdowns For AI War 2

AI War 2, Technical DiscussionsBy Chris McElligott ParkJune 6, 2017Leave a comment

Notes for Blue (or modders), given that we’ve switched to a completely new GUI system (the unity built-in one) for this project, and there are some hidden settings that are easy to overlook.

Notes For Keith – Text Mesh Pro Usage in AI War 2

AI War 2, Technical DiscussionsBy Chris McElligott ParkJune 6, 20171 Comment

Internal notes between developers on how we’re handling some of the text stuff in version 0.302 and great. Figured others would also be interested!

Tutorial: Building Starward Rogue And AI War 2

AI War 2, Modding, Starward Rogue, Technical DiscussionsBy Chris McElligott ParkMay 22, 2017Leave a comment

For the various folks that work on one or both of the games, showing how to get both of them compiled and ready for people to use.  AI War 2 is waaaaay more complicated, which is pretty interesting to see.

Tutorial – Using Mesh Baker Pro In AI War 2

AI War 2, Technical DiscussionsBy Chris McElligott ParkApril 25, 2017Leave a comment

April 25th, 2017 – Notes for Cinth on how to use Mesh Baker Pro to do our atlasing instead of Pro Draw Call Optimizer. Pros and cons and troubleshooting galore, although it all works out in the end. Good tool, bad interface, great results. Translation: long tutorial.

AI War 2 Video – Debugging Shot Lerping With Chris

AI War 2, Chris Talks, Technical DiscussionsBy Chris McElligott ParkApril 13, 20171 Comment

Just thought that this was a fun video to do, since a bug in the shot lerping made this an ideal case to show what the shot lerping IS and how it makes a difference in the final visuals of the game. The video came out longer than I had intended, but it’s a neat…

Tutorial – New “Simple Culling” Feature In LOD System

AI War 2, Chris Talks, Technical DiscussionsBy Chris McElligott ParkMarch 22, 2017Leave a comment

March 22nd, 2017 – Notes for Cinth (or modders!) on how to use the new functionality in our custom LOD system that allows for you to do simple culling on child renderers that already dynamically batch from LOD0 onwards.

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