Premium Features

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 ...

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.

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 ...

[Bonus] Next-Gen Animation for Games and AI
Premium Interview September 23rd, 2008

[Bonus] Next-Gen Animation for Games and AI

In this talk, leading animation researcher Michael Gleicher takes a tour of the field of motion synthesis, locomotion and character animation. In particular, Mike discusses ways to improve I.K. using local warping around the constraint frame, implementing a skeleton based on point clouds that allow for a little stretching to overcome I.K. problems, interfacing between AI / Animation interfaces by taking into ...