PREMIUM & ULTIMATE Features

Goal-Oriented Action Planning
Premium Report October 31st, 2008

Goal-Oriented Action Planning

This full report looks into the process of applying goal-oriented action planning (a.k.a. GOAP) to real-time games. This report covers many aspects of the technology, including production decisions, how to approach prototypes, dealing with designers and level scripting, low-level animation integration, and more. From the implementation point of view, you'll learn about optimization, implementation tips and ...

Sandbox Release #2: Automated Testing & Continuous Animation Playback
Ultimate Release October 27th, 2008

Sandbox Release #2: Automated Testing & Continuous Animation ...

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.

Dawn of War II and Real-time Strategy AI
Premium Interview October 26th, 2008

Dawn of War II and Real-time Strategy AI

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.

Low-Level Animation Playback and Motion Blending
Premium Tutorial October 25th, 2008

Low-Level Animation Playback and Motion Blending

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.

Automated Terrain Analysis and Area Generation Algorithms
Premium Masterclass October 18th, 2008

Automated Terrain Analysis and Area Generation Algorithms

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 ...