1. Cartoon Character 1

    01:42

    from the3dmodelstore Added 50 0 0

    Independent 3D model site. Uploaded by site owner for promotional purposes only.

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    • Tai-Pan Sampan Speed Model (modo)

      04:40

      from PolyPusher Studios Added 1,684 11 0

      Part of the Tai-Pan Development Series for Unity and modo, here is the Sampan modelling video sped up. Check out http://polypusher.net for further info.

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      • Reflections - Tyne Tees News

        01:54

        from Reflections - a Ubisoft studio Added 67 0 0

        A piece about Reflections - a Ubisoft studio, aired on Tyne Tees news on 25th Aug 2011.

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        • Agent Henrik and Agent Tian talk about the games they play

          19:55

          from The Voxel Agents Added 39 0 0

          Agent Henrik and Agent Tian discuss the games they play during the game development cycle. Henrik reveals his love of all things Nintendo, and gives tips about what the largest possible grid can be on an iPhone screen, and Tian shows where her artistic creativity draws inspiration. Recorded at Freeplay Festival 2011 in Victorian State Library.

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          • FOTA Final Boss

            00:53

            from John Hahn Added 104 0 0

            This is the final boss for my team capstone project at the Guildhall. I wrote all the AI for the game. Tech: * Unreal Development Kit * UnrealScript Notable Features: * Boss AI Attacks * Front Attack * Side Attack * Rear Attack * Multiple Fireball Attack * Spinning Blade “Lawnmower” Attack * Small Swarmer Quadrupeds * Leader That Shoots Fireballs

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            • DVONN

              03:03

              from John Hahn Added 229 0 0

              DVONN is a board game. For the offical rules go here: http://www.gipf.com/dvonn/rules/rules.html Tech: Java Derby Embedded Database Socket Networking Notable Features: Single Player (against AI opponent) Two Player on the same machine Two Player peer-to-peer network play Uses an embedded database called Derby to maintain a high score system. Future Additions: Record all moves in the Derby database and allow the AI to use this database to make more intelligent moves.

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              • Level Design Tool

                01:16

                from John Hahn Added 47 0 0

                This was my first exposure to 3D graphics programming. As an undergrad I took a summer special topics course covering 3D graphics programming with OpenGL in C#. This was the final project that I implemented at the end of that class. Tech: * OpenGL * C# Notable Features: * Mouse Picking * Placable and Movable Objects * Quake 2 Model Support

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                • Pong

                  00:56

                  from John Hahn Added 105 0 0

                  Simple Pong game. The only notable thing about the game is the AI. I designed the AI so that the paddle would move slow and steady until the ball gets close and then "dive" to it to sort of mimic a human trying to get the ball at the last second. AI is on the left, and I'm on the right.

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                  • GOAP With A*

                    01:22

                    from John Hahn Added 49 0 0

                    This is a simple GOAP demonstration. Basically, the agents have a goal of not being hungry, and they can perform various actions to satisfy their hunger. Some of the possibilities require a sequence of actions to be carried out, such as killing a wolf, selling the skin, then buying flour, then baking bread. A* is used both for physical moving around the map and for generating the shortest path to the goal state in the GOAP system. Tech: C++ Notable Features: GOAP A* Multiple ways to achieve the same goal Physical pathfinding and state pathfinding

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                    • Squad AI

                      01:03

                      from John Hahn Added 81 0 0

                      This was my first attempt at creating a combat AI simulation. In this case, the player is the leader of a squad, and can give the squad orders. Squad members running low on health or low on ammo will run to the nearest health kit or ammo respectively and then continue following the player’s orders. Tech: * C++ * Raven Engine (Mat Buckland) * Custom Level Design Tool Notable Features: * Fuzzy Logic * Sensory Input * Squad-based AI * HFSM * Cover Points

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