Walkboxes and pathfinding in KIAVC

In any adventure game (in any game, really), one of the most challenging functionality to implement is often pathfinding, that is the ability for the engine to figure out which path a character should follow to go from point A to point B. In fact, in a land full of pixels you can walk on, … Continue reading Walkboxes and pathfinding in KIAVC

A look at the KIAVC internals

As a first "deep dive" post, I thought I'd share some details about how KIAVC works internally, in terms of its main cycle, how it loads and keep track of resources, how it deals with scripting, rendering, etc. Again, I won't focus too much on any specific feature (the scripting part will definitely have its … Continue reading A look at the KIAVC internals