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nextgen_behaviore_tree_editor [2017/02/21 10:21] (current) jakub.gemrot created |
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| <td style="border-bottom: 1px solid lightgray;">Name:</td> |
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| <td><font color="blue">NextGen BehaviorTree Editor</font></td> |
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| <td width="130" style="border-bottom: 1px solid lightgray;">You will learn:</td> |
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| <td>Visual Studio SDK, HCI, Behavior trees</td> |
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| <td style="border-bottom: 1px solid lightgray;">Difficulty:</td> |
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| <td><font color="orange">moderate</font></td> |
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| <td style="border-bottom: 1px solid lightgray;">Excitement:</td> |
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| <td><font color="blue">Behavior tree editor is highly sought feature of many game development companies, let's make your product a professional standard (no, it's not a joke)</font></td> |
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| <td style="border-bottom: 1px solid lightgray;">Description:</td> |
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| <td><font color="black">Behavior trees is a visual form of rule-based for creating behaviors for intelligent virtual agents (IVAs). They are used as language for describing high-level behaviors of IVAs, known as non-player characters in video games. The example can be an <a href="https://www.assetstore.unity3d.com/en/#!/content/15277">editor for Unity</a>. Existing editors have a few problems: poor extensibility (ability to create own nodes), usability and productivity (editing trees is mouse move&click fest), integretion (plan serialization, debugging), multidisplay support, etc. |
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| The aim of this thesis is to design an editor that would provide those features. |
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