Ogre at the Uni. of So. Cal
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- Gnoblar
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Ogre at the Uni. of So. Cal
After I put on a show-and-tell for three instructors at my university, we've decided to use Ogre as the base for the 'Game AI' class here at USC.
Why thats even more kickass is the ugly alternative (Quake 2 <blech>).
Just thought you'd like to know that Los Angeles is tuned in to you guys...
Also, since their grades depend on it, the kids are going to have to finish at least a relatively robust pathfinding library, which is good news for anyone who needs it...
Why thats even more kickass is the ugly alternative (Quake 2 <blech>).
Just thought you'd like to know that Los Angeles is tuned in to you guys...
Also, since their grades depend on it, the kids are going to have to finish at least a relatively robust pathfinding library, which is good news for anyone who needs it...
- Kencho
- OGRE Retired Moderator
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- sinbad
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- Greenskin
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- Gnoblar
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Considering all the students in the class are wannabe game programmers, probably notKencho wrote:Sounds like exploiting the students...
Good to know we can count on you guys for support. I've been trying to push it for the Advanced Graphics Lab too (which is kind of a misnomer, it deals more with shaders than actual graphics pipelines) --> the instructor for that class writes the shaders for the Medal of Honor series --> and Im really hoping we can get some more pretty graphics demos (not that anyone can top sinbad )
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- Gnoblar
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- tuan kuranes
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Hope every AI people hear you ( cf http://fear.sourceforge.net )Why thats even more kickass is the ugly alternative (Quake 2 <blech>).
First and more complete on the subject :the kids are going to have to finish at least a relatively robust pathfinding library, which is good news for anyone who needs it...
- amit http://theory.stanford.edu/~amitp/GameProgramming/
with a beautiful c++ stl (but simple) implementation.
http://theory.stanford.edu/~amitp/GameP ... g/path.cpp
- Toward More Realistic Pathfindinghttp://www.gamasutra.com/features/20010 ... er_pfv.htm
Cubic Splines ( between path nodes )http://www.gamedev.net/reference/articl ... cle914.asp
Achieving Frame Rate Independent Game Movement (network game, time independant pathfinding)http://www.gamedev.net/reference/articl ... le1604.asp
3D Pathfinding http://www.gamasutra.com/features/20020 ... th_pfv.htm
Intelligent Path-Finding http://www.gamasutra.com/features/19990212/sm_01.htm
- Hierarchical Encoded Pathhttp://citeseer.ist.psu.edu/jing98hierarchical.html
Hierarchical Optimization of Optimal Path Findinghttp://citeseer.ist.psu.edu/huang96hierarchical.html
unfindable paper that looks very promising on the subject : Near Optimal Hierarchical Path-Finding http://www.jogd.com/Vol1issue1.html#Anc ... RACT-30946
Directionnal A* (character direction influence) http://www.cs.virginia.edu/~gfx/courses ... anning.ppt
- The Fastest from all, along with a Path Test Tool : http://www.intrafoundation.com/pathfinder2d.asp
Group path (but manual in Czech language) : http://pathlib.hildebrand.cz/pathlib.html
lifelong planning :
http://www.cc.gatech.edu/fac/Sven.Koeni ... pplet.html
- Opensteer http://opensteer.sourceforge.net/
- Half-life AI by its author (small pathfinding part, but all AI components detailed and the success of AI is in his waypoint analysis, very good) http://ai.eecs.umich.edu/people/laird/g ... /Liden.ppt
All FPS pathing problems in a presentation http://www.cs.virginia.edu/~gfx/courses ... anning.ppt
- on age of empire, long but very interesting. http://www.gdconf.com/archives/2000/pottinger.doc
- Pathfinding is not A-star http://www.renderware.com/sales_sheets/ ... inding.pdf
Open the eyes of your NPC http://www.renderware.com/sales_sheets/ ... eption.pdf
A nice 2000 state of the art : http://www.tcnj.edu/~games/papers/Fisher.html
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- Gnoblar
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Kickass!! However, Im not the instructor and do not control the course info. Interestingly, however, of the last three pages you pointed out, the Amit page is included as required reading, and the instructor was on the Age of Empires team , which means that'll definitely play in... thanks!!tuan kuranes wrote: <---------- stuff removed -------------------->
If you have to read only some, read the Amit page, the Half-Life presentation and the Age of Empire Terrain Analysis doc.
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- Halfling
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Im just curious, did the aforementioned project ever release something?
Im currently searching for some implemented AI project, because everything I read so far is somehow very abstract. The FEAR Library, which is mentioned here, too, actually has some working bots, but the results have been somehow disappointing for me.
Im currently searching for some implemented AI project, because everything I read so far is somehow very abstract. The FEAR Library, which is mentioned here, too, actually has some working bots, but the results have been somehow disappointing for me.