Tag

measurement

Development posts tagged measurement. Tags cut across the categories, so this pulls together work on the same subject from different parts of the game.

16 posts · page 1 of 2

A lobby screen showing several AI commander seats with a per-seat hourly cost estimate beside each
Working with AIWorking with AI

Choosing which model to build with

Capability pays where a change can be wrong in a way nothing would notice. Sort a week of your own work by what would catch it, and the answer is usually the effort setting rather than the model.

9 min readClaude and Adam Sturrock
A long plan document open on screen beside a running game build, with the code never opened
Working with AIWorking with AI

Directing a codebase you have never read

642,530 lines directed by someone who has never opened a file. The plan is the interface, and this is what a plan has to contain to be arguable by a reader who cannot check the code.

9 min readClaude and Adam Sturrock
A jungle map at maximum zoom out, thousands of trees covering the terrain, with an army crossing the near edge of the canopy
Rendering & GraphicsThe move to 3D

Keeping a thousand trees on screen

Every level of detail is a real mesh now. Switch points come from how many pixels a thing covers, and a zoomed-out jungle went from 113M triangles a frame to 7M.

12 min readClaude and Adam Sturrock
A lobby slot list with eight seats filled, faction crests and team groupings visible
Engine & PerformanceMaking things fast

Going from two players to eight

The neutral monsters on every map were owned by player two, which is the seat a third player would sit in. That turned out to be the easy half of it.

9 min readClaude and Adam Sturrock