The second release of the sandbox extends the previous release in a few important areas, including animation playback and blending, an automated test framework, as well as support for OpenGL rendering. Multiple little fixes and improvements were made to the underlying MVC architecture also, as well as the project settings and compilation options for more reliable and efficient builds.
In this interview, Chris Jurney talks about the AI in Company of Heroes, which was extended for Dawn of War II. He discusses topics such as path-finding in dynamic environments, dealing with destruction, his thoughts on solving path-finding generally, squad movement and strategy, high-level RTS AI and developing AI for PC games.
This in-depth article looks into the process of creating the foundation of a motion-capture driven animation system. In particular, it covers the details of annotating walking / running cycles, how to interpret and model the motion of the skeleton root, playing back animations in space, as well as lining them up so they can be concatenated and blended correctly.
At the GDC 2004, Michael Booth of Turtle Rock Studios gave a presentation on the Counter Strike bot that was released along with the full commercial version of the game. His talk goes into details about the navigation mesh, the path-planning using A*, the aiming behavior, as well as the path-following using string pulling.
In this masterclass, William van der Sterren goes over the whole process of acquiring annotations for a level automatically, from finding a set of waypoints that describe the level by filtering out low quality waypoints and keeping the best, to connecting them together for tactical path-finding, as well as movement annotations. A whole section of the talk is also focused on area clustering, or the process of ...