Alice Release

I have made an official release of the graph traversal engine, codenamed Alice, today. Alice is an experimental graph traversal algorithm, based loosely on the Breadth-First Search, and having the properties listed in one of my previous posts. For you readers who are curious, you may pick up the path-finding library, its source code, and a small demonstration from the MotomaBASE Sourceforge Page. If anyone takes the time to try it out and play with it, please post your thought here so I can know what you think of it.

New Project: Slipstream

I have been recruited to work on a new project called Slipstream. We are still in the design and layout phase, but we have some hard-hitting experts in on the project and there are great ideas kicking around.

Character generation, and rendering engines are slated, the UI is going through some heavy construction, and I am tackling an AI path-finding engine which is approximately 35% complete.

Stay tuned for more on this project as we get our modules up in the repository.

Slipstream: Pathing

I completed the path-finding algorithm today. At its simplest level it is merely a Breadth-First Search on an undirected graph. This has a number of benefits:

With all that said, I am now in the process of rewriting the code. The major pitfall of the engine as it is right now is the lack of support for weighted graphs. To add to the robustness of the path-finding procedure, I am going to implement Dijkstra's Shortest Path Algorithm. This will allow the engine to take into account the difficulties of passing through certain terrains.