- Scriptable Finite State Machine
- Define every state for each AI type or make them all unique
- Makes creating pets, enemies and allies very extensive
- Makes it easy to define when custom animations are to be played
- Collision
- Vision in sight checks
- Range checks
- Quick collision packages for different AI body types makes it efficient to script
- Collision triggers to know when an AI is stuck
- Physics
- Physics packaging that is efficient to change anytime
- Advanced Path Finding
- AI can navigate an entire level from any position
- Able to find the shortest path to any position
- Patrol setups with scriptable locations
- Able to have breaks/blockages in levels where AI is isolated
- Network-Based Functionality
- Lots of built-in systems that you can manipulate with script that optimally manage AI, rather than having to create everything from scratch through scripting.
- Support for threaded AI channels, great for supporting mass AI across CPU's, a great architecture for MMO style games
- On a server, one AI definition could be used across many instances
- Low memory footprint Architecture. Large data objects like collision are referenced across instances and designed in a way that synchronizing is not required resulting in very scalable performance.
- Has many built-in functions that can manage interpolation of network AI to the client or on the AI server itself
- Testable on a loop back configuration on a single machine making it easy to test
- AI State Machine Setup is the same for networked and local configurations making it easy to create and test many different kinds of games.
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| This demo includes, mmo technologies, background asset streaming, server base artificial intelligence, path finding, finite state machine, pets, chat, persistence, character customization, shader programmable pipeline, normal maps, specular maps, glow effects, blooming, particles, trail effects, level of detail, popout, fade by distance, mini-map, compass, movable menus and more. | | | | | | | | | | | |
| This click-and-play path finding example with interactive camera control includes, casual style graphics, shortest path finding, NPR Toon rendering, 2d to 3d picking, custom buttons, finite state machine, object triggers, dynamic physics changes, roll, slide and bounce physics. | | | | | | | | | | | |
| This simple casual golf demo includes, casual style graphics, multi texture, effects, trail system, level of detail, tool tips, custom UI, movable menus, power meter, golf physics, multiple cameras and dynamic surface changes. | | | | | | | | | | | |
| Global – Fixed Emmit effects, Matrix Spinner – complex attachments, Sprayer – interactive emitter, and Long Trail – animated emitter. Created through key-framed Color, Position, Rotation and Scale and are varied through random and sequential emissions and animations, area based emitters, particle lifetime, and min/ max durations for animation speed and emission times. | | | | | |
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