Author Archives: Krom

Live Progress #33 – On Recast navigation

Unit navigation is one of the core systems of the game which effect almost everything: terrain, passability, unit interaction, fighting, city planning, houses, gui, resource mining, and other things. Since the dawn of ages we used so-called Tiled navigation. Terrain … Continue reading →

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Live Progress #32 – Unit costs

I’d like to keep AI up to date because it can build towns in a very short time and that is a good simulation of the load put on CPU and GPU. As well a showcase of the games looks. … Continue reading →

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Live Progress #31 – Tavern Animated flag

Since last “live progress”, I did some more Tavern texturing and fixing and started with Fishermans. I’m not happy with basement stones layout and plaster texture, so I need to take a break before returning to them with fresh ideas. … Continue reading →

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Fishermans house sketch

This is a new fishermans house sketch. Fishermans house has a few key elements. Firstly there’s a beloved boat, with which fisherman just can not part. Maybe an oar will appear next to it. The house itself is built on … Continue reading →

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Live Progress #30 – Working on houses

Been working on houses for the past few days. Modelling, texturing and previewing. This is Fishermans house model I’m refactoring now, optimizing polycount, covering holes and fixing proportions. Now house area can be set from GUI, with handy chechboxes. P.S. … Continue reading →

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Tavern wip

I did not show you the Tavern art yet, right?

Posted in Artwork, Live progress | 6 Comments

Backstage

For the last 2 months I’m completely occupied with RecastNavigation – porting and bugfixing, with addition of rigging now, which goes slowly .. very slowly. On the brighter side – here’s a little glimpse of whats going on behind the scenes (aka … Continue reading →

Posted in Artwork, Sidenotes | 9 Comments

Live Progress #29 – Recast Navigation lib is mostly ported, yay!

Majority of Recast Navigation code has been finally ported to Delphi. Now I can switch back to more NG-related things. Plan is to make a test tool that will load NG map and try to build a Recast NavMesh on … Continue reading →

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Porting Recast Navigation to Delphi, wip

This thing is monstrous! Luckily it’s simple and does not use any advanced data structures or C++ trickery. State of the ported code: NavMesh building works (will probably replace it with our implementation anyway, cos it’s rigged well with the … Continue reading →

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Pathfinding and unit interaction

Pathfinding and unit interaction (PUI) is a subsystem in the game responsible for most of the unit movements and interactions.

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