skip to main
|
skip to sidebar
Game
Monday, June 1, 2009
Optimizing 30,000+ Ships In Realtime In C#
ABSTRACT
Primarily a technical
article, discusses the methods by which such huge unit counts and such
intensive AI were achieved. Especially notable since the game is coded
in C#, rather than C++.
Optimizing 30,000+ Ships In Realtime In C#
Newer Post
Older Post
Home
Blog Archive
►
2011
(947)
►
November
(125)
►
October
(72)
►
September
(60)
►
August
(78)
►
July
(30)
►
June
(55)
►
May
(99)
►
April
(32)
►
March
(50)
►
February
(217)
►
January
(129)
►
2010
(302)
►
December
(63)
►
November
(28)
►
October
(45)
►
September
(17)
►
August
(35)
►
July
(15)
►
June
(9)
►
May
(16)
►
April
(15)
►
March
(17)
►
February
(15)
►
January
(27)
▼
2009
(209)
►
December
(28)
►
November
(20)
►
October
(29)
►
September
(20)
►
August
(26)
►
July
(15)
▼
June
(21)
AI War 1.008 Released (Free DLC & Player Suggestions)
AI War Soundtrack Now Available Through iTunes!
Weekend Impulse Buy: 25% Off On AI War!
Some Puzzle Games
AI War 1.007 Released (Free DLC & Player Suggestions)
Bytten And Out Of Eight Reviews of AI War
Turn up the juice!
Plants vs Zombies
Designing Emergent AI, Part 3: Limitations
AI War 1.006 Released (Free DLC & Player Suggestions)
Choosing a DirectX Platform In C#
Designing Emergent AI, Part 2: Queries and Code
Platformer roundup
AI War 1.005 Released (Free DLC & Player Suggestions)
AI War on Co-Optimus.
AI War Comes To GameTrove!
What planet are you on?
Designing Emergent AI, Part 1: An Introduction
UKGamer Review of AI War
AI War 1.004 Released (Free DLC & Several Fixes)
Optimizing 30,000+ Ships In Realtime In C#
►
May
(15)
►
April
(9)
►
March
(13)
►
February
(8)
►
January
(5)
►
2008
(156)
►
December
(8)
►
November
(12)
►
October
(13)
►
September
(8)
►
August
(8)
►
July
(11)
►
June
(14)
►
May
(14)
►
April
(22)
►
March
(15)
►
February
(13)
►
January
(18)
►
2007
(113)
►
December
(8)
►
November
(6)
►
October
(8)
►
September
(18)
►
August
(22)
►
July
(23)
►
June
(25)
►
May
(3)