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FLAIRS
2009

Making User-Defined Interactive Game Characters BEHAVE

13 years 9 months ago
Making User-Defined Interactive Game Characters BEHAVE
With the most resource intensive tasks in games offloaded to special purpose processors, game designers now have the opportunity to build richer characters using more complex AI techniques than have been used in the past. While additional CPU time makes improved AI feasible, better tools for building agents are needed to make good interactive characters a reality. In this paper we present the BEHAVEngine and BehaviorShop which enable the creation of rich interactive characters.
Frederick W. P. Heckel, G. Michael Youngblood, D.
Added 17 Feb 2011
Updated 17 Feb 2011
Type Journal
Year 2009
Where FLAIRS
Authors Frederick W. P. Heckel, G. Michael Youngblood, D. Hunter Hale
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