• Premium Broadcast
    May 16th, 2012

    Procedural World Generation and Simulation in DWARF FORTRESS

    We are excited to announce that this weeks broadcast will feature Tarn Adams of Bay 12 Games, one of the masterminds behind the roguelike city building simulation DWARF FORTRESS. Learn how the world behind the ASCII interface is created and populated with dwarfs, creatures and mythology, and about the simulation process which brings the world of DWARF FORTRESS to life. The immense detail of the procedural generation of the world and the simulation is something you do not want to miss.

  • 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 Interview
    April 25th, 2012

    Tanks, Enemies and Comrades in RED ORCHESTRA 2

    Building vehicles AI and combat between two large opposing forces are two of the biggest challenges in game AI. This interview with John Gibson will focus on the challenges of bringing a multitude of AI soliders to life in RED ORCHESTRA 2, a WW2 shooter known for realistic combat. Discover how a behavior tree was used to coordinate the crew of a tank, and implement its tactical behavior. Learn how the AI sends wave after wave of soldiers at you and how your bot comrades help in stopping them.

  • Premium Broadcast
    April 17th, 2012

    Interactive Story Telling in FALLEN LONDON (ECHO BAZAAR)

    This interview features Alexis Kennedy from Failbetter games and we talk about ECHO BAZAAR, an award winning game featuring procedural story generation. Find out how the underlying engine manages large quantities of text (more than the bible!) and uses storylet patterns to create a dynamic choose-your-own-adventure story.

  • Premium Interview
    April 10th, 2012

    Orchestrating the AI Enemies of Resistance 3

    In this broadcast you will learn about the ground-breaking features that won Resistance 3 our own editor's pick award of "2011 Best AI in AAA Game". Together with Insomniacs' Jason Franklin and Adam Noonchester, you will hear about enemy coordination in the high level AI director-style logic, iteration with the level designers, the variation in enemy behaviors, and the jobboard tool that helped combine this all together.

  • Premium Access
    April 4th, 2012

    How to Build Chase & Evade Behaviors with Emergent Gameplay

    Chasing and evading are some of the most commonly used behaviors, with applications ranging from sports to combat games. In this tutorial, you'll learn different ways to build chase and evade behaviors, starting with a simple behavior and incrementally adding reasoning and decision-making features to the AI. At each step you'll see how simple changes can result in dramatic changes to the gameplay!

  • Premium Interview
    March 27th, 2012

    Distributed Automatic Testing of AI and Animation in CRYSIS 2

    In this masterclass with Will Wilson, Senior Programmer at Crytek, you'll learn about automatic distributed testing and how it can help AAA titles withstand large development teams without collapsing under the weight of bugs! In particular, you'll hear about a system that was pioneered on CRYSIS 2 to help test the AI, gameplay and animation after every check in. You'll also hear Will share how this system is currently being used at Crytek on other projects, with 100s of consoles validating every move the team makes.

  • Premium Tutorial
    March 21st, 2012

    Understanding the Second-Generation of Behavior Trees – #AltDevConf

    This tutorial, given as a presentation at #AltDevConf 2012, provides the most comprehensive overview of the implementation of behavior trees to date. Since their incremental evolution into the games industry ~8 years ago, a lot has changed and there are clear trends in their uses and applications in commercial games. You'll learn the key principles behind first- and second-generation behavior trees as they are currently used in games — and what challenges and opportunities this presents for your game's AI and scripting system.

  • Premium Interview
    March 14th, 2012

    SPACE MARINE: From Squad AI to Efficient Tactical Reasoning

    In this interview with Jesse Cluff, Senior AI Programmer at Relic Entertainment, you'll find out about the AI in the recent AAA-hit SPACE MARINE. In particular, you'll hear about the underlying behavior trees that power the enemies, and how they were coordinated into squads. Jesse will also share details about the tactical reasoning and cover pre-calculations.

  • 1 2 3 4 5 6 7 8 9 10 11 12 13