PREMIUM & ULTIMATE Features

Sandbox Release #6: A* Search, Hierarchical Representation, and HPA*
Premium Release February 8th, 2009

Sandbox Release #6: A* Search, Hierarchical Representation, and HPA*

In this release of the AiGameDev.com's sandbox, we've focused on pathfinding algorithms, most importantly making it easy to demonstrate the process and visualize the results easily. In particular, an abstract A* search was added and applied to a 2D waypoint grid. We also implemented a customized version of HPA* that re-uses the area generation algorithm. This clustering algorithm is now easier to customize ...

Modern Pathfinding Techniques
Premium Report February 3rd, 2009

Modern Pathfinding Techniques

This full report looks into the topic of pathfinding, focusing on challenges found in modern games. While the low-level algorithms like A* are well understood in theory, there's a huge gap before reaching an implementation of a system capable of robust path-planning and path-following in practice. In particular, problems like dealing with large worlds, moving realistically within dynamic crowds, pathfinding ...

Introversion's AI: Bringing the Darwinians to Life and Strategy in MULTIWINIA
Premium Interview January 31st, 2009

Introversion's AI: Bringing the Darwinians to Life and Strategy in ...

Learn about the design tricks that help bring the Darwinians to life in this 1h20 interview with Chris Delay, Lead Designer and Director at Introversion — the developer of Darwinia and Multiwinia. Chris goes into details about how instinctive behaviors work and they way they brought the Darwinians to life. He also talks about implementation of the behaviors, key challenges, performance and optimization ...

Crafting Animations for a Locomotion System
Premium Tutorial January 24th, 2009

Crafting Animations for a Locomotion System

In this session, Alex Champandard explains how to apply animation technology to create a locomotion system that can move characters around in space. In particular, you'll find out how to create the typical idle, walking, running, jogging and sprinting motions from action games. The process will be discussed from the perspective asset design and technological constraints too. You'll learn about whether looping ...

(Almost) Everything You Wanted to Know about Game AI [Bonus, Part 2]
Premium QA January 16th, 2009

(Almost) Everything You Wanted to Know about Game AI [Bonus, Part 2]

In this 2h bonus session, Alex Champandard talks about a variety of topics ranging from level scripting with triggers and event handlers, gameplay-friendly level design workflows, machine learning and case-based reasoning, embodiment and player-centric design, procedural narrative and story models, physics-based animation systems and more!