This member has provided no bio about themself...
Wildfire Games, the international group developing 0 A.D. - Empires Ascendant, is happy to present the 14th 0 A.D. development report (10 September ...
latest news: 0 a.d. development report #14 (10 sept-11 oct)
Wildfire Games, the international group developing 0 A.D. - Empires Ascendant, is happy to present the 13th 0 A.D. development report covering everything...
0 a.d. development report #13
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...
renderer changes and updates
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...
day 15 of pathfinding work
Slow continued pathfinding work. In particular, trying to get all the parts of the game to interact correctly with the new navcell-passability concept...
the pathfinding saga continues
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...
more fun with pathfinding
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...
pathfinding update -- 24 january 2012
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.