dieselwars.net
DieselWarsDieselWars is a turn-based vehicular tactics game. Set in a post-apocalyptic USA. For more information check out the blog. Or sign up for the newsletter below.
http://www.dieselwars.net/
DieselWars is a turn-based vehicular tactics game. Set in a post-apocalyptic USA. For more information check out the blog. Or sign up for the newsletter below.
http://www.dieselwars.net/
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DieselWars | dieselwars.net Reviews
https://dieselwars.net
DieselWars is a turn-based vehicular tactics game. Set in a post-apocalyptic USA. For more information check out the blog. Or sign up for the newsletter below.
XIXBLOG • Posts Tagged ‘tactics’
http://blog.xixinteractive.com/tagged/tactics
Procedural City Road Generation pt 2. 800 bloody lines of code. That’s what it took to properly add bridges to my city road algorithm. That’s nearly double the code to produce the rest of the map including the water and writing it to disk! In my previous post. The basic algorithm for this is as follows:. 1) Pick a starting point on a path node (one of the 4 corners). 2) Test a path to one of the path nodes in each neighborhood node in the AABB tree. In any case, it’s 'good enough’ that I can ...It’...
XIXBLOG • Posts Tagged ‘strategy’
http://blog.xixinteractive.com/tagged/strategy
Graph paper, the great unsung hero of game development. It’s been a struggle for the last few weeks to come up with an algorithm that I’m happy with for a procedural city road system. In fact I still haven’t got there yet, but I’m hoping that I’m close with the new one I’ll show below. My first attempt was to use an AABB tree and just overlay it over the map that had the water in place and then fill it out as much as possible for max coverage. It works pretty well except for one thing: bridges. The algo ...
XIXBLOG • Posts Tagged ‘roadwar’
http://blog.xixinteractive.com/tagged/roadwar
It’s been a struggle for the last few weeks to come up with an algorithm that I’m happy with for a procedural city road system. In fact I still haven’t got there yet, but I’m hoping that I’m close with the new one I’ll show below. The objective is to have good coverage, bridges/choke-points, and have the algorithm be simple and fast enough that it requires little to no second passes or post-creation fix ups. And also be somewhat realistic and visually pleasing. The algo basically grows out from a central...
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The Warden's Page
Hello, and welcome to DieselWarden.net! Please note the new URL. Some portions of the site are under construction, but I should have them up and fully running before too long. This page is intended to be a resource for people along with showcasing various pictures, some of which I've taken myself while some I have collected over the years. Please select a section below to continue. With any comments, questions, or concerns. Page updated February 26th, 2005. Page best viewed with Mozilla FireFox.
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DieselWars
DieselWars is a turn-based vehicular tactics game. Set in a post-apocalyptic USA. For more information check out the blog. Or sign up for the newsletter below.
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