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Pathfinding Update -- 24 January 2012

We need two separate pathfinders (one for planning long-range paths that avoid rivers and buildings and walls etc, and one for finding short-range diversions around other units while following the...

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More Fun With Pathfinding

One of the problems with pathfinding is what to do when there is no path. That's common in normal gameplay - the player will tell a unit to walk to the middle of a lake, or to a tree inside a dense...

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The Pathfinding Saga Continues

Slow continued pathfinding work. In particular, trying to get all the parts of the game to interact correctly with the new navcell-passability concept. It's important for the design to be clear on what...

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Day 15 of Pathfinding Work

Worked on various minor fixes to make the pathfinding less broken, and updated the JPS A* to work with the real technical requirements (correct diagonal movement, non-point goal areas, etc), so it's...

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Renderer changes and updates

I fixed the non-shader-based rendering mode so that its lighting matches the shader mode - the difference is that it allows the sunlight to be brighter than pure white (by a maximum factor of 2). I've...

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0 A.D. Development Report #13

Wildfire Games, the international group developing 0 A.D. - Empires Ascendant, is happy to present the 13th 0 A.D. development report covering everything (or nearly everything) that happened since the...

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Latest News: 0 A.D. Development Report #14 (10 Sept-11 Oct)

Wildfire Games, the international group developing 0 A.D. - Empires Ascendant, is happy to present the 14th 0 A.D. development report (10 September - 11 October).

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