Jeffrey M. Barber

Tombstone

Ant Colony

Feb 2000 – Aug 2000 · age 18

What it was

A real-time strategy engine about ants, in C++ and fixed-function OpenGL, built mostly in June 2000. It scrolled a window over a 256-by-256 heightmap with an orbit camera and classic edge scrolling, packed colour and texture tile into one integer per vertex, and let you drag a box to select units and send them to a point. Units steered around obstacles by trying three deflected headings. The ant idea was the layers: a surface plus four earth strata, with buttons to page underground, though the earth layers stayed flat placeholders. Around it grew a real toolchain: models exported from MilkShape, converted and packed by six small tools, with each prop's collision outline derived from its own mesh at build time. The animated ant was finished three days before the last build and never loaded.

Wins, for the age

What it taught

Genealogy

Ancestors: Zen Risk: a strategy map where a click becomes a command. Descendants: Evolution 4 K: the next OpenGL game and hand-rolled model format. Kitchen: engine, asset tools and data-driven content, grown up. Pack Unpack: resource packs, many files in one indexed blob. Z3D Warp Engine SDK: the engine pulled out into a reusable DLL.

Epitaph

Here lies Ant Colony, which learned to scroll, select and give orders across five layers of earth, and whose only soldier was a box, because the ant arrived three days before the last build.