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As you will know if you are seeing this, my site has moved! The original domain 'appzeit.com' was something I chose back when I quit the enterprise software industry and wanted a mobile app development related name. These days this website is really just my personal page for various game development stuff, so I've moved to a more generic domain that will be home to all my STUFF.
Of course, I will have to make a new logo and change some labels, but the move seems to have been pretty painless so far, no broken links as far as I can tell :)
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Still working on refactoring the boids code a little and testing the extensibility by implementing some 'predator' boid types. Here's a little preview until I get the article written. You can of course check out the latest code on Github in the meantime.
{youtube}Gm72CF5ZWJY{/youtube}
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Had a busy few weeks, but I have been beavering away at the UnrealEngine code. I have a fairly major refactoring underway to make the code more extensible and re-usable. Should be up soon....on hold at the moment as I'm just preparing for a big desktop upgrade which is going to make UE work much slicker and enable me to stream without my CPU having a heart attack. Back soon!
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After finding a somewhat embarrassing bit of broken back-end configuration that was messing up my menus (now fixed), I've also got my first UnrealEngine articles uploaded! I could do with streamlining them a bit which I'll probably fit in some time this week, but here they are!
I have a short series of articles describing a basic implemantion of the Boids flocking simulation in UE4.
Part 1 covers the principles of the boids algorithms, and the basic setup of the Boid class.
Part 2 covers the header of the BoidManager class and the UPROPERTY values availablet to tweak in the editor
Part 3 covers the meat and gravy, the implementation of the boids algorithms in the BoidManager cpp.
Once I get a decent frame capture application sorted out, I'll get some video of the feature up, it looks pretty cool for such a simple set of algorithms :)
Next up I plan on implementing collision avoidance so the flock will flow around obstacles.
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