Sunday, 24 November 2013

INFR 3110U: Engine Tools

What are tools for a game?
They are what you hear they are.

Tools in games aid the pipeline by making production easier.
They can go from visual tools, to inserting text, or even debugging tools.
In the game engines class, a honework question was given to make camera paths, morph cobtrollers and ogre log parsing tools..
Little did I know each of them were tools for a game..I don't know about you...but I must have been tired...
I had programmedthe ogre log tool, but recently just found out I could use it as a tool..but for what you say? Debugging.

As we program our game, ogre may give us some issues however, if while we program, if we were to have a log parser open in a side console, showing only errors or warnings, we would be able to see what we need to fix easier, than if we were to look through multiple lines of code. (M.LOC...haha)

Camera path controllers aid the pipeline by being able to place them, load them in by fbx with locators, and lerp between their points, seeing how the world looks. Through this, a designer could easily edit the camera paths to be taken in game to show the fullness of the game and how to capture the players attention.

These are just some tools that I've seen and thought a little about in our class!

What's your favourite tool?

Kazekumaru -- Peacing Out!!

Tuesday, 12 November 2013

INFR 3110U: Post MIGS

When at MIGS, many different things were talked about, from programming and implementing artificial intelligences, to animation.

For the panels where A.I. was talked about, they showed how A.I. reacts differently in first person shooters.
Where when behind a box, the A.I. would show reaction as when to shoot, if the player was to come in sight, or go back to hiding. This creates a more realistic effect which would then make the player believe that the A.I. is interacting with them. The more precise the movement, the more realistic the feel of interaction. With this, they also talked about the different states that the A.I. goes through during this process. (reminded me of FSM's and etc. ahaha)

With animation talks, I had an interaction with Richard Aroyo, who works along with David Lam (also one of whom I had spoken to) in iAnimate. These men are brilliant with the way that they carry out their work. Colin Graham, with his animation skills, and Samanatha Youssef with her understanding of human body mechanics are also brilliant minds.

The things learned this year are priceless, and for everyone who didn't attend MIGS 2013, should definitely go to 2014.