On Sat, 2005-09-24 at 23:13 -0400, Mike Gillissie wrote: > I've been fascinated by AI especially over the past year, and have been > preparing to do a lot of AI work (at a newbie level) in my own game - > nothing physics-oriented, and nothing that will break my brain too badly, > but adding some "thinks" to my game is what I'm looking forward to the > most... > > I think what a lot of people don't understand is how little writing games is > like playing games... ;) No truer words were ever spoken. I teac > > Thanks for sharing, sir! :) > -Mike > > ----- Original Message ----- > From: "Kevin Jenkins" <gameprogrammer@xxxxxxxxxx> > To: <gameprogrammer@xxxxxxxxxxxxx> > Sent: Saturday, September 24, 2005 8:57 PM > Subject: [gameprogrammer] Re: My game > > > > Evan Stone wrote: > >>>I'd love to hear more about your AI - what sorts of things you had to > >>>work > >>>on... > > > > Getting Up is the largest game I've worked on. It's about 20 million > > lines of code with about 50 people working on it. > > > > As a result, most of what I did was read code and fix bugs written by my > > predecessor or in other systems. This is unavoidable when you have that > > much code and that many people. Nobody understands an entire system and > > not a single person who wrote any of the original systems still works at > > the company, which is not unusual in large companies. > > > > Getting Up has a lot of what we call "Special Navigation" in it, such as > > climbing ladders, going across balance beams, climbing walls. A lot of my > > time was spent working out how to get through these things, which can be > > very complicated in some cases. For example, we support jumping from a > > ladder to a pipe to a balance beam to balancing up to a wall climb. Every > > one of these situations needs custom code. > > > > Special navigation relies on physics for correctly detecting the > > navigation, level design for correctly implementing the meshes and > > pathnodes, and script for correctly interpreting AI commands. Because of > > the high degree of interdependency I had to know all of those systems well > > enough to debug any of them. > > > > I think when most people think of AI they think of the visible parts of > > what you see in the game, such as which attacks enemies throw and when > > they block. But actually that is mostly script. The AI programmer > > provides the framework and it's up to others to provide the details that > > the player sees. > > > > The AI programmer is very important because he deals with many systems and > > is the go-to man when people have problems. But the job isn't all that > > exciting, or at least not for me. Mostly I just fix bugs and tell level > > designers or scripters what they did wrong when something doesn't work. > > > > > > --------------------- > > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > > > > > > > > > > > --------------------- > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > > > -- +--------------------------------------+ + Bob Pendleton: writer and programmer + + email: Bob@xxxxxxxxxxxxx + + web: www.GameProgrammer.com + + www.Wise2Food.com + + nutrient info on 7,000+ common foods + +--------------------------------------+ --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html