Can people pick important points from this interview:
http://www.totalvideogames.com/arti...:_Oblivion_Feature_8066_4139_0_0_0_80_100.htm
http://www.totalvideogames.com/arti...:_Oblivion_Feature_8066_4139_0_0_0_80_100.htm
DaveBaumann said:Don't rip off so much of other peoples copyright.
Packages are basically bundles of instructions that the NPC executes under conditions we specify. The dynamic nature of the system allows us to be as specific or generic with those instructions as we want. So we can tell a guy to go shopping at a specific hour and leave it at that. So he will set off toward the shop, and any number of things could happen – he might have a conversation with a passer-by. He might browse the shop items for a while. In rare cases, he might see a friend of his under attack from a monster, and run to help. We can override any of these behaviours whenever we see fit, so it allows for a great deal of variety in their behaviours.
The technology of Oblivion is a combination of our own tech with some really great middleware. Gamebryo is the renderer we're using, and it has been tricked out by our own graphics programmers with the help of the NDL guys to go toe-to-toe with anything out there. We've developed our own AI systems on top of that, integrated Havok physics, SpeedTree, and a bunch of special modifications to really punch up the visual capabilities.
Tap In said:The technology of Oblivion is a combination of our own tech with some really great middleware. Gamebryo is the renderer we're using, and it has been tricked out by our own graphics programmers with the help of the NDL guys to go toe-to-toe with anything out there. We've developed our own AI systems on top of that, integrated Havok physics, SpeedTree, and a bunch of special modifications to really punch up the visual capabilities.
can anyone tell me, does SpeedTree use procedural synthesis?
I hope this is true. All my life I've seen games in development tooting amazing AI with real living worlds and intelligent NPCS, and it's ALWAYS bunk. If the above statement runs true to the usual form, what really happens is...c0_re said:I like this part
Packages are basically bundles of instructions that the NPC executes under conditions we specify. The dynamic nature of the system allows us to be as specific or generic with those instructions as we want. So we can tell a guy to go shopping at a specific hour and leave it at that. So he will set off toward the shop, and any number of things could happen – he might have a conversation with a passer-by. He might browse the shop items for a while. In rare cases, he might see a friend of his under attack from a monster, and run to help. We can override any of these behaviours whenever we see fit, so it allows for a great deal of variety in their behaviours.
If think Dave was making a general warning to people to not start dragging masses of the article into this thread, especially when you had asked people to pick points from it.gosh said:DaveBaumann said:Don't rip off so much of other peoples copyright.
its not ripping off if you input a link, if its against the rules , this is the only forum of the dozen i have visited who has this policy
jvd said:Shiffty go play a mmorpg . Alot of them are much better than this . Eq2 is a good example . They will tell u a bit about themselves in full voice script and then tell u if they can help u or not .
Play Shenmue. There's a city full of NPCs going about daily routines who maintain their adjusted schedules even off-screen when delayed by player interaction and intelligently move on to new tasks without warping around, who change their behavior dynamically based on the time or weather, and who don't get permanently stuck behind objects while pathfinding.I hope this is true. All my life I've seen games in development tooting amazing AI with real living worlds and intelligent NPCS, and it's ALWAYS bunk.