Behavior Trees: A Cleaner Way to Organize Game AI
A* Pathfinding: A Practical Guide for Game Developers
Part 5: A Practical Tactical Awareness System, Starting Small
How I would build the first version of a tactical awareness system without overengineering it.
Part 4: Spatial Databases for Tactical AI
How multiple grid layers combine into a more useful tactical model.
Part 3: Influence Maps: Turning the Fight Into a Heatmap
How influence maps estimate pressure, weakness, and the shape of battle.
Part 2: When Waypoints Learn About Visibility
How waypoint visibility turns a navigation graph into a tactical filter.
Part 1: What Tactical Terrain Actually Means
The first pass through terrain analysis: what makes ground tactically useful, and why context matters.