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Robust Task AI in a Procedural World

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Matt Klingensmith has a very good overview up at Gamasutra today on task-oriented AI in the procedural-voxel game DwarfCorp.

I need to process it further, but a quick read reveals some great legwork on core systems for how to represent and manage tasks for actors in a systemic game. There's theorycrafting and code examples -- it's fascinating stuff.

Josh and Sean might get something out of it, but I think some of us out here who've been thinking about LT's possible "Project Management" features might discover some idea-sparkers here as well.

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