Reply in: AI or not AI?
I personally wouldn't be ok with either end of the process if you're trying to push the place as AI free. That being said, it would be good for you …
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I personally wouldn't be ok with either end of the process if you're trying to push the place as AI free. That being said, it would be good for you …
For the composers and sound designers I work with, it's a strong NO. They are skilled musicians, amazing composers, and they have access to all the professional tools. They have …
Hey there gamedev community 👋 I am opening my own Sound Effect market place to other sound designers who wish to sell on my plateform, and the question of the …
I have been thinking about a problem that shows up a lot in game development, especially when debugging systems that have accumulated a lot of state. When one programmer hands …
I wrote a paper, with the help of Claude, to describe a useful way to look at time dilation. It all basically boils down to the interruption of a process …
I’m working on a small experiment: taking an AI-generated 3D scene into Unity and checking whether it can become a simple playable level without manually rebuilding every part of the …
frob wrote: Eovacius wrote: We have mostly one time spikes in online and then dead silence and what happens because of that? Poor retention Show less That's about marketing. Do …
Eovacius wrote: We have mostly one time spikes in online and then dead silence and what happens because of that? Poor retention That's about marketing. Do more of it. Also, …
Hello everyone! I recently launched The4ThMind, a multiplayer social-deduction game where players investigate conversations and vote to identify the AI hiding among them. The game is inspired by the idea …
Skermesr wrote: So, if I’m going to use influence maps to guide artificial intelligence, what should I do if the influence map’s weights don’t reach the unit’s movement range? Exactly …
Skermesr wrote: Unity Source Code wrote: A common approach is to combine utility AI for local decisions with a high-level strategic layer. Instead of letting idle units choose random moves, …
Unity Source Code wrote: A common approach is to combine utility AI for local decisions with a high-level strategic layer. Instead of letting idle units choose random moves, give them …
That's the art of game design. Figure out a few simple rules that interact together to make something fun. The rules that associate "this option is better than that" may …
frob wrote: How can this problem be solved? It is solved by the designers building suitable weights for the utility functions. If the goal is to advance to a line, …
How can this problem be solved? It is solved by the designers building suitable weights for the utility functions. If the goal is to advance to a line, any motion …
Not much experience with this, but it sounds to me like you have your logic reversed. Enemies are those that block your progress to the objective, rather than just being …
I'm developing AI for a strategy game in the style of Advance Wars. When it is AI’s turn, it performs the highest-scoring action (Attack, Capture, etc.) for each unit it …
Project Name: OmegaV: AI Battle Champions Role Required: We are currently open to speaking with: Unity Gameplay and Systems Programmers AI Gameplay Programmers 3D Environment Artists and Level Designers 3D …
Matt_dev wrote: Interesting problem. I'd probably handle this by letting motives drive utility scores rather than having separate behavior priorities, so behaviors are selected dynamically based on the creature's current …
Interesting problem. I'd probably handle this by letting motives drive utility scores rather than having separate behavior priorities, so behaviors are selected dynamically based on the creature's current needs. I'd …
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