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2026.06.21

GOAP for Game AI: Let Actions Build the Plan

2026.06.21

Behavior Trees: A Cleaner Way to Organize Game AI

2026.06.21

A* Pathfinding: A Practical Guide for Game Developers

2026.06.21

Part 5: A Practical Tactical Awareness System, Starting Small

How I would build the first version of a tactical awareness system without overengineering it.

2026.06.21

Part 4: Spatial Databases for Tactical AI

How multiple grid layers combine into a more useful tactical model.

2026.06.21

Part 3: Influence Maps: Turning the Fight Into a Heatmap

How influence maps estimate pressure, weakness, and the shape of battle.

2026.06.21

Part 2: When Waypoints Learn About Visibility

How waypoint visibility turns a navigation graph into a tactical filter.

2026.06.21

Part 1: What Tactical Terrain Actually Means

The first pass through terrain analysis: what makes ground tactically useful, and why context matters.

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    Posts List

    • 2026.06.21 GOAP for Game AI: Let Actions Build the Plan
    • 2026.06.21 Behavior Trees: A Cleaner Way to Organize Game AI
    • 2026.06.21 A* Pathfinding: A Practical Guide for Game Developers
    • 2026.06.21 Part 5: A Practical Tactical Awareness System, Starting Small
    • 2026.06.21 Part 4: Spatial Databases for Tactical AI
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