Matt Klingensmith's Blog
Matt holds a PhD in robotics from Carnegie Mellon University and works as a software engineer at Boston Dynamics. He is the co-founder of Completely fair Games Ltd. and lead programmer on the game DwarfCorp
Tthe strategies we tried for producing intelligent behavior in our base-building game DwarfCorp. State machines, action planning, behavior trees and sequential composition are discussed with examples and pitfalls.
In this article, we thought we would share our experiences with DwarfCorp, our recently funded video game kickstarter project: what went right, what went wrong.
In this article I wanted to discuss the common techniques of motion planning in context, and explain some of the advantages and disadvantages of each. I also want to present some of the basic techniques beyond those commonly used in video games.
Here we discuss the cellular Automata algorithm behind DwarfCorp's water simulation.
This is a post detailing the technical process of generating terrain in DwarfCorp: a ruthless fantasy capitalism simulator.
Matt Klingensmith's Comments
[Blog - 09/07/2013 - 12:00]
[Blog - 08/21/2013 - 08:35]
Good job on taking the ...
Good job on taking the game to fruition guys r n r nWe spent a lot of time arguing about how best to present philosopical arguments in this game. The most challenging part was getting the idea of contribution to the game. It 's easy to do a sort of ...
[Blog - 08/11/2013 - 04:44]
[News - 08/13/2013 - 04:25]
At first, we wanted no ...
At first, we wanted no stretch goals beyond cross platform porting for DwarfCorp for this very reason. However, after tons of community pressure, we caved and threw in a bunch of feature-creeping stretch goals. I 'm just hoping it doesn 't ruin our project