PREMIUM & ULTIMATE Features

Testing & Debugging Experiences in Practice, from WORMS to BIOSHOCK
Premium Masterclass November 18th, 2008

Testing & Debugging Experiences in Practice, from WORMS to BIOSHOCK

In this 2h audio panel, John Abercrombie (Lead AI on Bioshock), resident expert Phil Carlisle and Alex Champandard go through the whole production pipeline step by step and identify opportunities for improving the quality and reliability of the AI. In particular, the participants discuss design documents and requirements, asserts and logging, automated testing, runtime controls and visualizations that help ...

Sandbox Release #3: Motion Synthesis Library
Ultimate Release November 13th, 2008

Sandbox Release #3: Motion Synthesis Library

The third release of AiGameDev.com's "industrial strength prototyping environment" — a.k.a. AI sandbox — takes a major step towards better animation quality in general. It includes a library for motion synthesis based on motion graphs, improved low-level playback thanks to cascaded blend tree that can deal with n-way blends using a continuous interpolation strategy. The library is also used to ...

Automatically Computing Motion Transitions with Posture Alignment
Premium Tutorial November 11th, 2008

Automatically Computing Motion Transitions with Posture Alignment

This article looks into the process of automating the process of annotating the animations with appropriate transition points, and working out which postures are suitable for blending. This is done based on the work of Mike Gleicher and Lucas Kovar on Motion Graphs. By calculating similarity between postures using the techniques described here, many aspects of manual animation editing can be automated and the ...

(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 ...