Designing AI for Games (part 3). This article discusses the concept of tactical AI and shows how to give intelligence agents higher orders of intelligence.
Designing AI for Games. Intelligent agents need to identify points of interest in the game world. This article shows how to identify and optimize points of interest and provides ways of organizing them for multi-threading.
The gaming industry has seen great strides in game complexity recently. Game developers are challenged to create increasingly compelling games. This series explores important Artificial Intelligence (AI) concepts and how to optimize them for multi-core.
Games are real-time software. With the increase in processing unit count, load balancing has become a challenge. This article explains how to effectively dispatch units of work to the available CPUs & adjust game content to the available computing power.
The Challenge of Animating the Artist's Dream
The last decade has seen tremendous advances in the field of computer graphics. This article presents an overview of common graphics pipeline bottlenecks and explains how recent advances in DirectX and graphics hardware are helping to overcome them.
At the Game Developers Conference in March 2000, I presented my implementation of two techniques for simulating cloth. I was pointed to another, more recent, technique by someone who attended the class. In this paper I'll recap what I presented about at the conference and include information about the newer technique. Hopefully you'll be able to take the ideas I present here and add some level of...
Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.
Simulation of fluids in games has been limited due to the computational challenges. This series of articles explains fluid dynamics and its simulation techniques.
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