1. StaudSoft's Synthetic World
  2. News

StaudSoft's Synthetic World News

Tweet: AI and Forests

Now most of the visual bugs in the trees are resolved:





I will upload an unstable release as soon as possible.

And I implemented several AI algorithms that will drive the city generation:

- A* Planning
- Alpha-Beta Adversary Search
- Monte Carlo Tree Search

Except for the first one these algorithms are normally used in Chess AI / Go. I am excited to see how they work out.

The first tests will be on a small landscape of several hundred meters.

Tweet: Trees in the game

First screenshot of the new trees in the game!





There is still much to do. The trees currently create holes in the ground and some trees do not have leafs.

Tweet: New trees are now generated by the world generator

The new trees are now connected to the world generator. So exited to see them in the world! When they are cut down they will collapse to the ground and fall into pieces.

Tweet: Castle Generator and Happy New Year

The basic castle generator is now working. Every castle has it's own dungeon.



Happy new year!

The AI language compiler (C to PDDL) is finished and the shadow rendering for the low end render system makes progress.

Tweet: Porting to other platforms

I threw away a lot of dependency in order to port the game to other platforms like android, ps4, ... Now only Bullet, OpenGL, SDL2 and a C++ compiler is needed to compile the game.