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Pathfinding II: Region-Level Navigation
With basic pathfinding set up and working reliably on my designated road network, I started to focus on scaling up my solution to a...
Oct 5


Pathfinding I: Navigating the Graph
I outlined my general pathfinding approach in the previous blog post, but here’s a quick recap before diving into specifics: I’m using a...
Aug 14


Pathfinding Graph Editor Tool
Due to the grid-based nature of the world in Mushroom Kingdom , using Unreal’s native NavMesh solution isn’t particularly intuitive. I...
Jun 28


Custom Grid-Based Player Movement
The world of Mushroom Kingdom  is based on a square grid, with all static objects properly aligned to this underlying structure....
Jun 20


Mushroom Kingdom
I've been working on a game under the working title Mushroom Kingdom  for some time now alongside my full-time job. As the project has...
Jun 14
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