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.