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(Almost) Everything You Wanted to Know about Game AI [Bonus, Part 1]
Premium QA November 10th, 2008

(Almost) Everything You Wanted to Know about Game AI [Bonus, Part 1]

In this 2h30 bonus session, Alex J. Champandard talks about a variety of topics ranging from AI / Animation interface, designing a layered goal-oriented architecture and the format of the orders, building systems to deal with these orders, how to integrate scripts with AI, general and AI middleware, how to build a behavior tree for group communication, implementing sports AI based on the concept of plays ...

Model View Controller Pattern for Game Architectures
Premium Tutorial November 3rd, 2008

Model View Controller Pattern for Game Architectures

In this masterclass, you'll learn about the MVC pattern as applied to game engine architectures. Topics covered include the design of an API for the model that supports both push/pull paradigms and when to use them, creating an efficient underlying world model and abstracting it out, how to organize different controllers like physics and AI, what role the rendering plays and how to deal with interpolation and ...

Goal-Oriented Action Planning
Premium Report October 31st, 2008

Goal-Oriented Action Planning

This full report looks into the process of applying goal-oriented action planning (a.k.a. GOAP) to real-time games. This report covers many aspects of the technology, including production decisions, how to approach prototypes, dealing with designers and level scripting, low-level animation integration, and more. From the implementation point of view, you'll learn about optimization, implementation tips and ...