• Open Access
    May 9th, 2012

    Hybrid Procedural and Physics-based Animation in OVERGROWTH

    In this interview with David Rosen from Wolfire Games we will take a look at the awesome procedural and physics based animations in the upcoming game OVERGROWTH. Learn how humanoid rabbits, wolves and other animals battle it out Kung-Fu style.

  • Premium Masterclass
    May 3rd, 2012

    Sneaking Around & Selecting Cover using Tactical Pathfinding

    Cover selection sounds easy to implement, but in practice can be one of the most problematic features of modern AI. How can your AI find sensible hiding spots and make sure they remain good places to hide? In this tutorial, you'll find out about finding cover in general and how to make sure the code runs efficiently — including tactical pathfinding as a secret ingredient.

  • Premium Masterclass
    February 21st, 2012

    Writing Hardware-Optimized Gameplay Code on Xbox 360 & PS3

    As the end of this console generation approaches, it is becoming increasingly important to wring every last bit of performance out of available hardware. This masterclass with resident experts Philip Dunstan (formerly EA) and Matthew Jack (ex-Crytek) lifts the lid on the processing hardware of the Xbox 360 and PS3 and discusses the specific performance challenges faced when targeting these machines.

  • Premium Masterclass
    January 25th, 2012

    How to Avoid Common Performance Pitfalls When Programming Gameplay and AI

    Gone are the days of games with small level maps and a handful of NPCs. As games become more complex the requirements placed on the AI systems also grows significantly larger. Furthermore, AI techniques are increasingly being used in many other parts of the game engine, and the high levels of indirection that are common in AI code can be notoriously difficult to optimize.

  • Premium Masterclass
    July 27th, 2011

    ChatScript from Pattern Recognition to Natural Language Generation in Suzette

    Games such as SCRIBBLENAUTS are known for pushing the boundaries of natural language processing in games, but when it comes to natural language generations many role-playing games (RPG) still primarily rely on scripts and dialog trees. How can we use better AI techniques to improve the quality of NPC dialog when interacting with the player?

  • Premium Masterclass
    May 27th, 2011

    Procedural Music Generation for Games using Statistical Models

    Generating music for AAA titles these days takes big budgets, and games with so-called "adaptive scores" require a large number of tracks to be authored — often in the dozens. What are good solutions for indie developers that can't afford to even hire musicians? Can procedural generation techniques help provide diverse and dynamic music based on little input from a composer?

  • Premium Masterclass
    February 17th, 2011

    Synchronizing Clients and Server: Replicating Bots Over the Network in RESISTANCE 2

    Synchronizing characters over the network is a difficult challenge. For player avatars, it requires a very responsive approach that . However, this approach isn't very suited to non-player characters as it consumes unnecessary bandwidth and can result in low-quality animation. RESISTANCE 2 in particular uses a different approach to synchronize the AI decisions over a network.

  • Premium Masterclass
    January 25th, 2011

    Oh, Behave! AI with Behavior Trees in Unity and C#

    The first generation of BT editors resembled built-in tree widgets with their attached property editors. Now much richer widgets are used in practice, making it easier for developers and designers to edit behavior trees.

  • Premium Masterclass
    January 15th, 2011

    Anticipation for Animation and Behavior: Bringing Characters to Life

    Character animation has been around for almost a century, with applications ranging from short features to full films. Over the decades, animators have developed significant insights into the process... As an AI programmer, this can help you not only improve the quality of your NPCs behaviors and make your gameplay easier to understand too.

  • Premium Masterclass
    December 21st, 2010

    Cinematic Parkour Animation... but Interactive!

    It's very common to look at animation from the character's requirements, but when you flip the problem around and see it from the perspective of the environment, things change completely. How do you make sure animations line up perfectly with the world? How do you handle transitions in a responsive yet smooth fashion? How do these environmental animations fit into a traditional animation graph?

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