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Modern Pathfinding Techniques
Premium Report February 3rd, 2009

Modern Pathfinding Techniques

This full report looks into the topic of pathfinding, focusing on challenges found in modern games. While the low-level algorithms like A* are well understood in theory, there's a huge gap before reaching an implementation of a system capable of robust path-planning and path-following in practice. In particular, problems like dealing with large worlds, moving realistically within dynamic crowds, pathfinding ...

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 ...

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 ...

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 ...