As game worlds become more complex, game characters need to become more "aware" of their surroundings. These days, it is no longer sufficiently believable for an agent to merely walk through these environments. Believable movement demands so much more. Characters may now need to jump, climb, duck or vault in order to navigate through their world. Additionally, simply "being" in a space brings in issues with cover selection, visibility, positioning and other forms of spatial awareness. In the past, this often meant time-consuming manual markup of levels or highly constrained level designs, and it certainly didn't support dynamic environments! This session will show two different architectures being developed - one by Havok and one by MASA - to help automate those spatial issues in a way that is independent of level design.
The best slides I ever produced!
This very short talk (<5 min) shows a rather simpler method to compute assignments to formation slots for a group navigating agents.
This was fun, and prepared at the last minute!
Mine is at ~30 minutes and is about the curse of parametrization, a long lasting pet peeve of mine: "I can guarantee that you can't explain to me how to set those parameters".