gameboy advance game



shusaku hanamoto and i did a one-day gba programming compo.. goal was to create as much of a gba game as possible in eight hours. we created a simple platformer with old-school mario running around.

download (with source): [gba.zip]

a* pathfinding experiments



this demo shows several approaches to implementing an a* pathfinding algorithm.

1) grid based with 8 possible directions + single memory (last space only)

2) grid based with 4 possible directions + complete memory

3) ray based with zero memory

4) combination ray/grid + complete memory

environment is physically simulated, agents and player are spheres that roll around.

pathfinding allows the agents to "find" the player.

interactive demo (with source): [ballz.zip] (6mb)