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Latest News: 0 A.D. Development Report #14 (10 Sept-11 Oct)

Latest News: 0 A.D. Development Report #14 (10 Sept-11 Oct)

0 A.D. Empires Ascendant 4 comments

Wildfire Games, the international group developing 0 A.D. - Empires Ascendant, is happy to present the 14th 0 A.D. development report (10 September ...

0 A.D. Development Report #13

0 A.D. Development Report #13

0 A.D. Empires Ascendant 11 comments

Wildfire Games, the international group developing 0 A.D. - Empires Ascendant, is happy to present the 13th 0 A.D. development report covering everything...

Renderer changes and updates

Renderer changes and updates

0 A.D. Empires Ascendant 6 comments

I fixed the non-shader-based rendering mode so that its lighting matches the shader mode - the difference is that it allows the sunlight to be brighter...

Day 15 of Pathfinding Work

Day 15 of Pathfinding Work

0 A.D. Empires Ascendant 1 comment

Worked on various minor fixes to make the pathfinding less broken, and updated the JPS A* to work with the real technical requirements (correct diagonal...

The Pathfinding Saga Continues

The Pathfinding Saga Continues

0 A.D. Empires Ascendant 6 comments

Slow continued pathfinding work. In particular, trying to get all the parts of the game to interact correctly with the new navcell-passability concept...

More Fun With Pathfinding

More Fun With Pathfinding

0 A.D. Empires Ascendant 6 comments

One of the problems with pathfinding is what to do when there is no path. That's common in normal gameplay - the player will tell a unit to walk to the...

Pathfinding Update -- 24 January 2012

Pathfinding Update -- 24 January 2012

0 A.D. Empires Ascendant 5 comments

We need two separate pathfinders (one for planning long-range paths that avoid rivers and buildings and walls etc, and one for finding short-range diversions...