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March 22, 2006
1 Min Read
Engenuity Technologies Inc. has announced the release of AI.implant 4.0, its next-generation Artificial Intelligence (AI) tools and middleware solution. AI.implant’s environment allows developers to create variable and complex Artificial Intelligence behaviors across all major next-generation game platforms, including PlayStation 3 and Xbox 360. The product prominently features dynamic obstacle avoidance and pathfinding in large, dense urban environments and wide open spaces. In addition, AI.implant 4.0 works with the powerful physics processing of the Ageia PhysX processor to create even more realistic and unpredictable dynamic in-game experiences. Using the unique GUI interface, game designers can rapidly create realistic, real-time character and crowd behaviors, such as milling, panicking and rioting. Users also have the power to instantly and interactively control the size and layout of crowds via the paint tools in both Autodesk 3ds Max and Maya, a component that is only available through AI.implant. In version 4.0, users can both author and preview AI directly into the level editor or on the target platform using the AI Development Environment (AI.DE), the powerful visual development environment in AI.implant. The seamless integration with 3D content creation tools, including 3ds Max and Maya, as well as with such key game engines as Emergent Game Technologies’ Gamebryo, is intended for efficiency. “Rendering and physics engines dominated the last generation of game development, but, with next-generation platform development, artificial intelligence has moved to center stage,” said Dr. Paul Kruszewski, chief technology officer, Engenuity. “With version 4.0, developers will be able to build more robust, immersive and atmospheric games, populated by sentient and environmentally aware characters driven by AI.implant.”
About the Author(s)
Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.
He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.
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