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Hey here is only a short status report on what we are doing. Topics: Artifical Intelligence, Monkey and Dungeons

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Hey here is only a short status report on what we are doing.

Artifical Intelligence:

  • Navigation Mesh: The game now creates a navigation mesh. It is also dynamically updated when you place a block or remove material.
  • Path finding: We also created an algorithm which finds a path on the navigation mesh
  • Path beautifier: The paths we get out of our new path finding algorithm sometimes look a little bit "unreasonable". To make the paths more sensible we implemented an algorithm which smooths the path
  • Included in AI: We already included the path finding algorithm in our AI system.
  • Multithreaded Pathfinding: The complete algorithm works on a different thread as the main game. This means that the framerate is not affected by path finding.
  • Expandable: The system is implemented in a way so that we can easy expand it.
  • Behaviour Tree: We added new types of nodes to support more complex behaviour.


Yes we created a monkey. And we also applied animations to him:


Polygon Reduction:

As the polygon reduction of Blender is very good we create a Wavefront importer / exporter in order to bring meshes from the game to Blender and back. This will allow us to use Blenders polygon reduction algorithm on our human models. This means that more NPCs can be disabled for example in the upcoming cities.

Dungeon generation (still needs debugging):

  • Country border generation: This algorithm creates the borders of countries.
  • City position generation: This algorithm searches suitable position for cites and then creates a road network on the map
  • Dungeon Generator: We are currently working on a pattern dungeon generator. If this works the algorithm can created caverns, old ruins, mines or houses.

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thats a problem when you come out with "on the fly" generation, it might take a bit to generate all the blocks on a rather old pc (Core2due/under)

you should just work on the city position generator, soo once the generators are put, you would change the parameters to create the dungeon position Generator, and using the same generator for city bulding (the one wich selects what building goes where INSIDE the city) you can build the dungeons.

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bsf_mistau Author

That's a good idea. I will use the dungeon generation algorithm to create cities. Let's see: I need support for thin walls and different templates (I mean templates for houses). Yes this should work.

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Another thing, about those templates, they use in game objets? (like beds or forges, or chairs) because if soo, you would have to use a template generator, so it decides wheres in the building goes every object ouo

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bsf_mistau Author

It is definitely one option to control the placement of beds or chairs via templates. But I will need to playtest it when the levels work.

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