Category Archives: Development

Creating a Starcraft AI – Part 29: Biopuppers in action

(This is an ongoing series. This part is enjoyable without previous knowledge, but if you’re new, I suggest you start from the beginning)

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After so much delay, the time …

Creating a Starcraft AI – Part 28: Even Zerg have boundaries

(This is an ongoing series. I’m referring to things I did in the previous installment. If you’re new to this, I recommend starting at the first episode. This part is somewhat enjoyable without doing that, though.)

First part of this

Creating a Starcraft AI – Part 27: Bamboozled by arrays

(This is an ongoing series. I’m referring to things I did in the previous installment. If you’re new to this, I recommend starting at the first episode.)

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Now I …

Starcraft Bladder problems: Of things that are not supported

I very wisely foresaw that the Bot Ladder (terribly nicknamed BLADDER, if you suggest a better name, I 100% seriously buy you a pizza) will have some huge clusterfucks minor technical annoyances along the way, just maybe enough for a …

Creating a Starcraft AI – Part 26: Byting the bullet

(This is an ongoing series. I’m referring to things I did in the previous installment. If you’re new to this, I recommend starting at the first episode.)

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I ended …

Creating a Starcraft AI – Part 25: Partial path, complete pain

(This is an ongoing series. I’m referring to things I did in the previous installment. If you’re new to this, I recommend starting at the first episode.)

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I decided …

Creating a Starcraft AI – Part 24: Optimizing the pain away

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In the last episode, I left some problems unsolved. So, I’m still wrestling with pathfinding. I’m just the same way as when I first used vim – “I wish …

Creating a Starcraft AI – Part 23: Of course I still bug you

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So, in the last part, I yet again managed to implement a slow method. Now, unless you are an actual sloth, you probably don’t enjoy playing Starcraft under 1 …