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theme:ut2004_bots_live-coding [2013/02/18 18:23] jakub.gemrot |
theme:ut2004_bots_live-coding [2013/02/18 18:25] jakub.gemrot |
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The most tedious task is to create AI for bots regardless the engine you're going to use or how small your AI is. Simply, starting, checking, stopping, typing, recompiling, starting-again cycle takes to much time in life of AI developer. The answer is Live-Coding. You need an interpreted language that you can recompile at run-time giving AI developers the power to fix bugs as they encounter them. | Creating AI for computer games is daunting task regardless the engine you're using or how small your AI is. Simply, starting, checking, stopping, typing, recompiling, starting-again development cycle takes to much time in life of AI developer. The answer is Live-Coding. You need an interpreted language that you can recompile at run-time giving AI developers the power to fix bugs as they encounter them during their debugging session. |
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We would like to empower our Pogamut+UT2004 platform with this kind of tool, | We would like to empower our Pogamut+UT2004 platform with this kind of too. |
<a href="http://luaedit.sourceforge.net/">Lua</a> is language of choice for many game engines and indie developers (e.g. CryEngine, Trinigy). We would like to integrate it with our "behavior tree" editor yaPOSH providing means for live-coding as pictured above. | <a href="http://luaedit.sourceforge.net/">Lua</a> is language of choice for many game engines and indie developers (e.g. CryEngine, Trinigy) so we would like to integrate it with our "behavior tree" editor yaPOSH providing means for live-coding as pictured above. |
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