PREMIUM & ULTIMATE Features

Low-Level Animation Technology
Premium Tutorial December 8th, 2008

Low-Level Animation Technology

In this 2h masterclass, Alex Champandard talks about the implementation details of animation systems that are commonly used in the games industry. In particular, you'll learn about the representation of motion data as animated tracks of quaternion rotations, how skeletons are represented and how they relate to point clouds. Also, this session goes into details about how blend-trees are implemented and how they ...

Sandbox Release #4: Terrain Representation and Area Clustering
Ultimate Release December 5th, 2008

Sandbox Release #4: Terrain Representation and Area Clustering

The fourth release of AiGameDev.com's "industrial strength prototyping environment" — a.k.a. AI sandbox — focuses on terrain representation and area clustering. You'll find a terrain graph class to manage and maintain connections between nodes in the terrain efficiently, whether these are 2D cells, 3D waypoints or even areas. This allows a hierarchical representation that is the basis of the area ...

Production & Methodology
Premium Report December 2nd, 2008

Production & Methodology

This full report looks into the topics of production and methodology, specifically focusing on how the the AI can be improved in the process. You'll learn about finding the balance between design documents and prototypes, finding a balance between production goals and making the AI fun, how to structure the production phase and what to expect in the process, what to pay attention to best set-up a tools pipeline ...

Automated Unit and Functional Testing
Premium Tutorial November 29th, 2008

Automated Unit and Functional Testing

In this 2h masterclass, Alex Champandard talks about automated testing with both unit and functional tests. You'll learn about the motivations behind using automated tests, and hear about experiences of using them in practice. The presentation covers all the details from creating a test framework yourself to wrapping or modifying an existing one, how to write both kinds of tests and what workflow to use. ...

Building a Near-Perfect Animation System using Parametric Motions
Premium Masterclass November 24th, 2008

Building a Near-Perfect Animation System using Parametric Motions

In this 2h masterclass, Lucas Kovar and Alex Champandard discuss the process of creating a next-generation animation system that's flexible and extensible. The underlying representation is a graph of parametric motions, which are typically created using blending-based approaches, and built using robust tools under the supervision of animators and programmers. The runtime playback section of the talk covers ...