Or HRDC for short. That is my homage to obstacle avoidance scene. The method is combining the good stuff from HRVO with easy of implementation of DC.

Or HRDC for short. That is my homage to obstacle avoidance scene. The method is combining the good stuff from HRVO with easy of implementation of DC.
I have done a couple of tests the get my velocity obstacle prototype to reduce the flicker in the velocity selection. Here’s a couple of things that seem to work well.
Digesting Duck: Velocity Obstacle Prototype
I made a quick velocity obstacle prototype last night. Above is video shows of some example scenarios.
Usually when I do research to solve some problem, I get fond of some particular method, try it out, get disappointed because it did not quite solve all my cases, then I try to track back towards the root of the idea to try to figure out what might have been the original motivation behind the solution and try to find a better suiting method from there.
I was browsing my old hard drive last night while trying to find some old material in preparation for a lecture in a local game dev school. I found a couple of good docs I’ve written in 2006, which I thought would be worth sharing. The grammar in the docs is the same awful you are used when reading this blog.
I just found this nice repository of old from from International Joint Conference on Artificial Intelligence. Lots of good stuff all the way from 1969.
I decided to put the area stuff on hold for a while. The update was becoming too heavy, and I need to revise my plan of attack, and probably just simplify few things too
In a feature looking at the way xaitment is attempting to cater for high-level behaviours and learning with its modular middleware solution, the company’s co-founder has detailed the ups and downs of the German firm’s early history.
I will explain the Finite State Machines concept and I will give an application example. My explanation is based on Chapter 2 of Programming AI By Example book. Thanks Math Buckland for your excellent book. You can download the source code and the executable from here.
NavMesh and Path Finding. There has still been quite a lot of progress on the NavMesh side of things, the editor now has many more features like merging points, splitting edges and nodes plus the big news is that we’ve integrated the Recast NavMesh Builder from Mikko Mononen into Torque, Mikko was Lead AI Programmer for Crysis so he knows a thing or two about AI and the results we’ve been getting from his Recast Library have been a huge bonus to editor we’ve been working on. (via Z-Day - Site, Sound and Errrr A.I. | Andy Rollins | Blogs | Community | GarageGames)