It is here; after many months of development and with additional help from Rozmy, Paul, Ripps and Mira and others… […]
Hi! Instead of doing a summary here, I wanted to record a session for a change, see how it goes. […]
A lot of work is being done under the hoods; and as things stand now there are ~ 3 tickets […]
What began with one or two bugs in 0.6.0 eventually ended up in rewriting the way D2TM deals with input. […]
It is the last day of the year, and what a year it has been. Version 0.5.0 was released at […]
Yours truly has been interviewed by Games-Global about D2TM. Read it here. Thank you Games-Global for having me! It has […]
Hi! It has been a while for sure. I hope you’re doing all ok. Several things have been worked on […]
Past few weeks I’ve been working on the new version (0.6.5). In this post you can see what’s already coming, […]
While working on the next release (0.6.5) I wanted to improve the sidebar a bit. when you hover over an […]
The past week I have been visiting the cinema twice to see the new Dune movie. I’ve been asked to […]
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Path finding progress demo... made it so I use a priority_queue, did X4 speedup. Nice! https://dune2themaker.fundynamic.com/video/new_pathfinder_02.mp4 #indiedev #gamedev #d2tm #dune2

Path finding testing is done on a map (64x64) where only 1 possible path exists between two corners of the map. I also found a bug in the heuristic function - it would evaluate too many cells. With that sped up greatly, but still needs to be faster.

Spent more hours on path finding. Still too slow! (100/200ms for 1 unit, finding 1 path is SUPER SLOW (on complex map)). Need to shave off more milliseconds.

It is not so hard to implement a new pathfinding algorithm. The harder part is to make it perform properly. Especially when you send over groups of units. #indiedev #gamedev #dune2 #d2tm #remake

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