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Terrain Analysis & Reasoning
Premium Report September 24th, 2008

Terrain Analysis & Reasoning

This report looks into the process of creating useful annotations for terrains, whether manually by designers (and provides tips for helping the process go smoothly) or automatically using algorithms (with advice for how to approach the problem). In the second part, terrain representation is discussed in terms of finding the balance between a generic solution that supports a variety of reasoning tasks and ...

[Bonus] Next-Gen Animation for Games and AI
Premium Interview September 23rd, 2008

[Bonus] Next-Gen Animation for Games and AI

In this talk, leading animation researcher Michael Gleicher takes a tour of the field of motion synthesis, locomotion and character animation. In particular, Mike discusses ways to improve I.K. using local warping around the constraint frame, implementing a skeleton based on point clouds that allow for a little stretching to overcome I.K. problems, interfacing between AI / Animation interfaces by taking into ...

The Structure of Action Game AI
Open Article August 29th, 2008

The Structure of Action Game AI

In game development, the team working on the AI must be one of the most multi-disciplinary of them all. The artist have to build the objects according to a specification so that the AI can use them, the animators create the most important aspect of non-player characters, the AI is often the most complicated part of the design problem, and the level designers and scripters must understand how the AI works in ...

Game::AI++ 0.6 Released
Insider Release August 24th, 2008

Game::AI++ 0.6 Released