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haversine

bespoke simulations and refurbished automatons

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biogrid

There are 5 posts filed in biogrid ().

Art or Science?

  So I tried to actually use the custom creature sprite loading with some varyingly styled animals and plants that I scribbled. Apparently I’m not much of an artist. The thing is, I don’t really expect the players to be either, but still I’d like them to be able to make some creative designs. So that poses […]

February 14, 2017 | Comment

Deep Distance Field Pathfinding

  Fancy name aside, here’s a tiny writeup on the custom steering-based pathfinding system I developed for BioGrid and implemented on the GPU using OpenCL. I wanted to avoid using classic algorithms like A*, because the number of creatures and potential effectors on a creature might be rather large, especially considering that the creatures themselves will be […]

in biogrid, devblog, pathfinding | February 6, 2017 | 561 Words | Comment

rendering large tile-based worlds in Unity

This is a problem that I’ve struggled with for quite some time while developing a strong structural base for BioGrid – even if you can simulate a large dynamic world, how do you render it efficiently? The easy way out would be to only show a small, zoomed-in section of the world with a global […]

in biogrid, graphics, shaders | January 13, 2017 | 2,217 Words | 2 Comments

devblog 2 – light and shadows

Offloading work to GPU The pixel art based look that I’m aiming for doesn’t really call for much post-processing and heavy shader-based effects, so the GPU has thus far been nearly unused. It’d be a shame to waste all that massive parallel processing power, so why not do something with it? Light and shadow calculations are a good […]

in biogrid, devblog, graphics, shaders | December 13, 2016 | 1,354 Words | Comment

devblog 1 – it’s doing something

I figured it’s about time to start tracking my progress with this project – after several months of engine development I’ve got something visual to show off: I’ve been building a general purpose grid-based simulation engine in Unity – it’s a 512×512 grid of data, processed with multiple background threads. Every cell in the grid is a […]

in biogrid, devblog | November 29, 2016 | 610 Words | Comment

Recent Posts

  • Art or Science?
  • Deep Distance Field Pathfinding
  • rendering large tile-based worlds in Unity
  • devblog 2 – light and shadows
  • devblog 1 – it’s doing something