Monday 5th March, 2012
11:15am to 11:40am
Squads of non-player characters are notoriously hard to get right, particularly when designing the highly visible interactions of teammate squad members. Through a series of live, interactive demos, this presentation will compare a wide variety of techniques commonly used in the games industry for creating dynamic squad behaviors, including attacking and flanking, suppression and player leading and following. The analysis will include both centralized and distributed designs for squad member synchronization, the trade-offs of scripted versus procedural designs and high-level techniques for tactical squad path finding and cover selection.
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