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BioGraphic Technologies has started shipping version 1.0 of its AI.implant SDK -- middleware for embedding artificial intelligence functionality into a game engine. Once ...
BioGraphic Technologies has started shipping version 1.0 of its AI.implant SDK -- middleware for embedding artificial intelligence functionality into a game engine. Once its C++ underpinnings are integrated within a game engine, the AI.implant tools let level designers and animators create and control characters from within your level design tools. The middleware simulates flocking behavior and provides 3D pathfinding capabilities for games running on the PS2, Xbox, Windows and Linux. Level designers can assign behaviors like "flock" to a group of characters, or "pursue" to an enemy character, and test the results and tweak AI parameters to attain the desired level of character interaction. Features include:
Customizable hierarchical pathfinding, using low-level steering behaviors like "Avoid Barriers", "Avoid Obstacles", "Accelerate At", "Maintain Speed At", "Wander Around", "Orient To", "Seek To", "Seek To Via Network", "Flee From", and "Follow Path"
Waypoint-based connectivity networks
Automatic level analysis to create networks
A-Life & flocking behaviors like "Align With", "Join With", "Separate From" and "Flock With"
Logic controller and decision-making settings for tweaking the intensity and priority of individual behaviors
Environmental sensors for vision, hearing, etc.
Tactical decision-making using an unlimited number of binary decision trees
Intelligent cameras
Level editor support/export and SDK support for custom level editors, so it can integrate via plug-in or directly into a custom editor or game engine Pricing information was not disclosed.
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