Path-finding
January 10th, 2008 | Essays | Gabriel Ware
This article was contributed by Gabriel Ware, who works at Pam Development (2K Paris) as a PS3 programmer.
Planners are among the most popular algorithms used in the video game industry, as they solve a broad range of problems ranging from path-finding to action planning. Even though they have their pitfalls, developers regularly use a […]
January 9th, 2008 | Demo | jgilbert
This demo was contributed by Justin Gilbert, game programming guru at Multimedia Games and Vanguard Games.
This applet was written in Python and compiled with Jython 2.2.1 for using Java 1.5.0.13. Make sure you have a recent version of the JVM installed. The file is 935 KB big, mostly code but including a few […]
October 27th, 2007 | Roundup | Alex J. Champandard
This Saturday, there are lots of interesting Smart Links for you about game development and artificial intelligence! Also, a few job opportunities have opened up for those who are interested. Feel free to contact me if you have any news or tips for next week!
Remember there’s a mini-blog over at news.AiGameDev.com (RSS) […]
October 20th, 2007 | Roundup | Alex J. Champandard
Saturday on AiGameDev.com is dedicated to Smart Links from around the web! There are only four interesting game AI links for you this week, but two videos. Feel free to contact me (scroll down for the email) with any news that I might have missed!
Also, be sure to subscribe to the Tumbleblog […]
October 11th, 2007 | Theory | Alex J. Champandard
This review explains one of the more recent innovations in path-finding to deal with greater numbers of actors and larger dynamic worlds. In particular, HP-A* (pronounced “A Star”) is capable of reducing memory usage and the cost of searching for an optimal path by automatically generating a hierarchical representation of the navigation grid.
October 6th, 2007 | Roundup | Alex J. Champandard
Saturday’s here so it’s time for some Smart Links from around the web! There are 9 interesting game AI links for you this week. Thanks everyone for your submissions. Also note the new splash screens for this category :-)
Also, I’ve put up a little Tumbleblog over at news.AiGameDev.com, which features all […]
September 24th, 2007 | Reviews | Alex J. Champandard
The Total War series revolutionized strategy games by letting the player control thousands of foot soldiers, archers, and cavalry. The engine uses innovative ideas to build an AI scalable enough to support this kind of gameplay, and offer such depth and replayability. This article looks into the technology behind the game.
September 21st, 2007 | Questions | Alex J. Champandard
Let’s say your FPS bot needs to go to multiple places to pickup ammo, a weapon, and a health pack. How do you make sure the pathfinding takes into account the location of each object to provide the best overall path, rather than wander around picking up each object individually?
June 26th, 2007 | Concurrent AI | Alex J. Champandard
For multiple behaviors to run at the same time, they must not compete over the same resources. In practice, you have two design strategies to ensure that your behaviors work well in parallel. Both of these involve getting the most out of the other modules in the game engine — where possible. […]