This edition of the Newsletter is heavily influenced by the work we are currently doing. At the moment we are concerned about the problems of representing and navigating complex 3D worlds on limited hardware. This is not about navigating a 3D world from the ground (as is common), but with all degrees of freedom in 3D space. This throws up many issues of optimising for both AI and the physics. 3D worlds require expensive mathematics simply to navigate and therefore burn up CPU resource. This quarter also features a trip to the Austin conference and further published titles.
Article: Interpolating 3D for Faster Framerates: The demands of a complex animated world can impose a heavy processor cost.
Article: Optimised Navigation of Complex 3D worlds: The AI needed to support 3D can be expensive. This looks at ways of optimising the maths required.
The 3rd Party Engine resource: AI Factory has many game engines, all with the same interface for every platform.
Custom AI for 3rd parties: With our background in AI, we are involved in producing customised AI components for 3rd party developers.
Quality 3D products: We already have a range of very high quality 3D products with realistic visual effects.
Quarterly round-up: General news about company activities and new products.
AI Factory home: This links through to the main AI Factory website. From there you can review our products and access our engineering documentation.
Future articles scheduled:
The impact of the AI Factory testbed architecture on game development.
Imperfect games: trying to find the best play when you do not have all the information.
Forgotten games: TAFL.
The universal game control mechanism: Finding a framework that fits all.
Playing badly: Trying to create AI that plays badly in a convincingly human way.
 
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