Building the Blueprint AI Hub MVP: From C++ Design Plan to Executable Behavior Trees
How I built a functional C++ AI behavior tree system in a single day, from architecture to execution.
How I built a functional C++ AI behavior tree system in a single day, from architecture to execution.
We replaced expensive runtime blending with precomputed transition maps to achieve seamless biomes in our hex-based 3D RTS.
We ditched rigid height-based terrain blending for a noise-driven system that creates natural biome transitions in our hex-based RTS.
We slashed frame times in our hex-based RTS by restructuring unit logic around data-oriented design in Godot—here’s how.
We encrypted localStorage saves in our browser game using Web Crypto and AES-GCM—here's how we balanced security, performance, and simplicity.
We removed two underperforming plugins from Gear to Glory 4.3—trading bloat for stability and maintainability with Godot’s built-in tools.