Building a fair race from DFS mazes and A* pathfinding
How I combined guaranteed-solvable procedural generation with an efficient AI opponent without making the race feel predetermined.
Development journal
Case studies, implementation notes, and honest lessons from designing gameplay systems and shipping interactive projects.
How I combined guaranteed-solvable procedural generation with an efficient AI opponent without making the race feel predetermined.
A practical breakdown of matchmaking, shared resources, construction, combat events, and a synchronized win condition in World War F.
How Hard Jumper uses data-driven level definitions to support procedural layouts, four biomes, progression, and multi-jump mechanics.