Seriously, those are good questions! I am wondering as well now... On 9/25/05, Bob Pendleton <bob@xxxxxxxxxxxxx> wrote: > > On Sat, 2005-09-24 at 17:57 -0700, Kevin Jenkins wrote: > > 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. > > To put that in context, the largest system I have worked on was about > 3.5 million lines of code, and that was the entire X Windows system. The > Windowing system used on UNIX and Linux machines. > > Can you fill us in on the tools that were used to manage that code base? > how are changes managed, what is the build system, do you use automated > testing. What is the bug fixing/tracking system like? > > Bob Pendleton > > > > > 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 > > > > > > > -- > +--------------------------------------+ > + Bob Pendleton: writer and programmer + > + email: Bob@xxxxxxxxxxxxx + > + web: www.GameProgrammer.com <http://www.GameProgrammer.com> + > + www.Wise2Food.com <http://www.Wise2Food.com> + > + nutrient info on 7,000+ common foods + > +--------------------------------------+ > > > > --------------------- > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > > >