Premium Tutorials

(Almost) Everything You Wanted to Know about Game AI [Bonus, Part 2]
Premium QA January 16th, 2009

(Almost) Everything You Wanted to Know about Game AI [Bonus, Part 2]

In this 2h bonus session, Alex Champandard talks about a variety of topics ranging from level scripting with triggers and event handlers, gameplay-friendly level design workflows, machine learning and case-based reasoning, embodiment and player-centric design, procedural narrative and story models, physics-based animation systems and more!

Low-Level Animation Technology
Premium Tutorial December 8th, 2008

Low-Level Animation Technology

In this 2h masterclass, Alex Champandard talks about the implementation details of animation systems that are commonly used in the games industry. In particular, you'll learn about the representation of motion data as animated tracks of quaternion rotations, how skeletons are represented and how they relate to point clouds. Also, this session goes into details about how blend-trees are implemented and how they ...

Automated Unit and Functional Testing
Premium Tutorial November 29th, 2008

Automated Unit and Functional Testing

In this 2h masterclass, Alex Champandard talks about automated testing with both unit and functional tests. You'll learn about the motivations behind using automated tests, and hear about experiences of using them in practice. The presentation covers all the details from creating a test framework yourself to wrapping or modifying an existing one, how to write both kinds of tests and what workflow to use. ...

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 ...

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.