Showing posts with label engine. Show all posts
Showing posts with label engine. Show all posts

Thursday, March 7, 2013

Labyrinth of Restlessness prototype

That one was kind of quick. My "engine" is getting more and more programmer-friendly. Today I've added diffuse texture support (after 2 months, believe?!) and did some fixes and little additions.
Prototype was really easy to make, now I can go to more serious things like advanced texture mapping techniques (normal, specular and shadow) and some other graphical effects.

Prepare to be scared ;)

Download:

Wednesday, January 23, 2013

Chess engine?

Yeah, I was thinking about connecting some chess engine to my game. Of course, I want to have a Player vs CPU option so there must be some AI. I had 3 ways to do it:
  1. Write my own chess AI algorithm
  2. Use a freeware chess engine
  3. Find some simple open source chess game and copy/paste game logic from it.
Guess what I choose.

I really don't think writing my own AI would be a good idea, it's a problem for a month alone. I just want to make a chess game, why breaking a open door?
There's a lot of ready-to-go chess engines over the Internet. It's a small, individual program that can make a chess decisions and communicate with a chess GUI by standard system pipes. Personally I think that it's the best idea - I just need to write some communication protocol based on the UCI or something. So I take a look over the Internet. OMG. After hours of searching I've found the article that describes this problem best:
http://novelthought.org/talking-to-chess-ai-using-c/
And my reaction was:
OK, so here's my try. I've found this:
https://github.com/tobijk/simple-chess

Yesterday I've made a Player vs Player possible version, so adding a CPU option to this should be quite simple. Today I'll try to connect these functions above...