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Sven Bergstrom's Blog

 

• designer and creator of video games and their pieces •

Working full time as the artist on Drifter with Colin. Available as instant access preorder (PC/Mac/Linux), available on Steam Early Access - also coming to PS4/Vita/iOS.

Find me on twitter or underscorediscovery.com

 

 

Member Blogs

Posted by Sven Bergstrom on Mon, 07 Apr 2014 06:52:00 EDT in Programming, Console/PC, Indie, Smartphone/Tablet
What are shaders? How do they work? What does it all mean? Here, I wrote a primer for you!


Posted by Sven Bergstrom on Thu, 09 Jan 2014 09:08:00 EST in Design, Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet
This post about path finding covers approaches I have been messing with to confront some of the issues I have with path finding on grids, like path results always look really rigid and unnatural. Voronoi / Delaunay and Graph Theory gives neat results.



Sven Bergstrom's Comments

Comment In: [Blog - 01/09/2014 - 09:08]

This is an implementation detail, ...

This is an implementation detail, what I do is set the weights of the cells of a path in use to something other than 0, making other path finding entities use other cells. r n r nIf you had really dense sets of AI walking across each path found can ...

Comment In: [Blog - 10/14/2013 - 05:57]

I have to spend some ...

I have to spend some dedicated time to re-read this but skimming over it, it is fantastic. r nA monolithic amount of work and time put in and for that - Thank you

Comment In: [Blog - 03/01/2013 - 01:31]

Superb. Another great link to ...

Superb. Another great link to link to beginners alongside finish your games and the rest

Comment In: [Blog - 02/26/2013 - 10:04]

Good reading ...

Good reading

Comment In: [Blog - 02/25/2013 - 11:38]

I will just drop this ...

I will just drop this here, as I feel it continues this discussion a bit : r nhttp://www.gamasutra.com/blogs/EMcNeill/20130226/187348/Heading Off the Indie Backlash.php

Comment In: [News - 02/06/2013 - 02:49]

An interesting point would be ...

An interesting point would be that this way means committing 1 more 2 more 3 more years to reach many platforms r n r nMaking a 3 year 3 years porting game is not fun for many parties involved, especially game designers and artists... And audio engineers.. Waiting around for ...