PREMIUM & ULTIMATE Features

Running Motion Capture Animations
Premium Release October 4th, 2008

Running Motion Capture Animations

These animations are taken from a few different motion capture sessions labeled "Action / Adventure." The data includes running forward, turning left & right slightly, as well as more sudden turns and even dodge-like side steps. The clips include lead-in and lead-out time from the important cycles.

Sandbox Release #1: Procedural Block World
Ultimate Release October 3rd, 2008

Sandbox Release #1: Procedural Block World

The first release is a fully functioning version of the sandbox, including full assets and code, that tackles the major technical obstacles. For instance, it demonstrates a procedural block world generated quickly and efficiently, which can be loaded in a few seconds. The graphics can also be disabled and the simulation run from the console entirely at a much faster speed. Characters can also be animated as ...

Behavior Tree Implementation Techniques: Top-Down Polling vs. Bottom-Up Events
Premium Masterclass September 27th, 2008

Behavior Tree Implementation Techniques: Top-Down Polling vs ...

In this 2h30 session, Phil Carlisle and Alex Champandard discuss the programming details behind behavior trees, and hierarchical logic in general. Two major approaches are covered: the first implementation relies on modular behaviors that get updated regularly in a polling fashion. Here, all the control flow and memory management is distributed. The second approach is rather more centralized with a scheduler ...

Design Pitfalls and Cryses for Action Shooters
Premium Interview September 26th, 2008

Design Pitfalls and Cryses for Action Shooters

In this session, Mikko Mononen discusses his experiences and presents 5+1 pitfalls that developers fall into when designing game AI for shooter games. The talk discusses avoiding complex solutions when possible, not necessarily simulating characters and their brains accurately, striving towards believable behaviors rather than realistic ones, embracing special cases rather than mimicking the elegance of physics ...

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 ...