Skip to content
realtimecollisiondetection.net - the blog
Coding wisdom and rants of Christer Ericson
  • Home
  • About Christer Ericson

Category: AI

Memory-efficient pathfinding

September 21, 2008 christer 11 Comments

Third time’s a charm they say, and as I’ve talked about pathfinding twice before (in Don’t follow the shortest path!…

Continue Reading →

Posted in: AI, Code

Posts and links you should have read

September 2, 2008 christer 5 Comments

I thought I’d post another summary of some (mostly) recent blog posts and links that are worthy of a read,…

Continue Reading →

Posted in: AI, Code, Games industry, Graphics, Miscellaneous

Aiding pathfinding with cellular automata

June 30, 2008 christer 9 Comments

Anyone who has ever experimented with Conway‘s Game of Life or any other cellular automata (CA) know they can be…

Continue Reading →

Posted in: AI, Code

Don’t follow the shortest path!

May 26, 2008 christer 14 Comments

The A* algorithm is perhaps the most ubiquitous algorithm in games but also seemingly one of the more misunderstood algorithms.…

Continue Reading →

Posted in: AI, Code, From hell

Learning patterns and the game of Flip

April 3, 2008 christer 2 Comments

A foolproof way of separating the men from the boys, the women from the girls, or perhaps just an old…

Continue Reading →

Posted in: AI

Reading comprehension skills are down

October 6, 2007 christer 10 Comments

I see in my incoming blog links that someone linked my most recent post with the following comment:

Continue Reading →

Posted in: AI, From hell

Sorry state of academic crack-smoking

October 2, 2007 christer 15 Comments

When writing my earlier blog entry on how you can get complex behaviors from very little and why it’s okay…

Continue Reading →

Posted in: AI, From hell

Appear smarter by moving in the right circles (or vector fields)

August 23, 2007 christer 2 Comments

You don’t have to be smart in order to appear smart. An illustration of the previous is the now famous…

Continue Reading →

Posted in: AI, Code

Formulas that play { chess, checkers, whatever } optimally

July 19, 2007 christer 7 Comments

It was reported today that Jonathan Schaeffer and his Games Group team at University of Alberta have solved checkers. Assuming…

Continue Reading →

Posted in: AI, Code

About me

Hi, I'm Christer Ericson, VP of Technology at Activision Central Tech. This is my blog.

View Christer Ericson's profile on LinkedIn

Add to Google

The book I wrote:


See the RTCD web page, or see my recommended books page.

Recent Comments

  • panjaksli on Range reduction (for trig functions)
  • lyh12 on Aiding pathfinding with cellular automata
  • Badass Madness – Something about me on Optimizing a sphere-triangle intersection test
  • Badass Madness – Something about me on Optimizing a sphere-triangle intersection test
  • Data Oriented Design C/C++ | Dev.bg on Design patterns are from hell!

Recent Posts

  • Game developer salaries revisited
  • Stopping WordPress spammer registrations
  • Optimizing a sphere-triangle intersection test
  • ACM commits more evil – please act!
  • ACM censors linking!

Categories

  • AI
  • Code
  • Design
  • From hell
  • Games industry
  • Graphics
  • Links
  • Math
  • Miscellaneous
  • Robustness

Archives

  • February 2011
  • January 2011
  • December 2010
  • December 2009
  • November 2009
  • August 2009
  • June 2009
  • May 2009
  • January 2009
  • November 2008
  • October 2008
  • September 2008
  • August 2008
  • July 2008
  • June 2008
  • May 2008
  • April 2008
  • March 2008
  • February 2008
  • December 2007
  • November 2007
  • October 2007
  • September 2007
  • August 2007
  • July 2007
  • June 2007

Meta

  • Register
  • Log in
  • Entries feed
  • Comments feed
  • WordPress.org
Copyright © 2025 realtimecollisiondetection.net - the blog