Crowd Life, Data Driven AI & Animation Systems
This year at GDC 2011, one of the trends for conference topics was on NPC behaviours and animations. Funny enough, a topic that Nicolas Barbeau and I also covered in our conference! Some of the ideas...
View ArticleMachine Learning Matchmaking in Ghost Recon Online
Finding the ideal match in a multiplayer game is a tough problem, addressed by most games with some kind of skill rating system (like TrueSkill on Xbox Live). In collaboration with Ubisoft Singapore’s...
View ArticleCreative Director Jason Vandenberghe shares his views on technology
Because technology is such a huge part of creating games, we asked notable creative directors to share their thoughts on its role in the game development process. First, meet Jason Vandenberghe,...
View ArticleEnergy-Conserving Wrapped Diffuse
(Originally posted at http://blog.stevemcauley.com/) ENERGY-CONSERVING WRAPPED DIFFUSE By Stephen McAuley I love physically-based rendering, and one of the most important aspects is making sure all...
View ArticleTech Interview: Trials Evolution
This article was originally published on Digital Foundry. In an age of cross-platform development, console exclusives are somewhat thin on the ground, and especially so on Xbox 360, where Microsoft has...
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