Live demo at the Unite11 conference
09.29.11
We are excited to announce that we will be presenting at Unity’s Unite11 conference in San Francisco! We will be presenting with Mixamo at the “Best Practices for Real-Time Characters“ on Friday, September 30th at 10am. We will be showcasing our latest developments with Mixamo animations on stage in a live, real-time demo presentation. The talk is geared toward animators and developers that need an easy, fast, code-free way to integrate animation and artificial intelligence into their games. This is a presentation you don’t want to miss. If you would like to meet up with us personally, drop us a line at media@rivaltheory.com to set something up.
Check out more information about the session and Mixamo at http://www.mixamo.com/c/unite_2011
See you all there!
About Mixamo
Mixamo Inc. is a Silicon Valley, VC-funded company founded by 3D pioneers Stefano Corazza, CEO, and Nazim Kareemi. Based on research from Stanford University’s BioMotion lab, Mixamo offers the first online 3D character animation service that provides 3D game developers the power to customize and create professional-quality character animations at unprecedented speeds. Mixamo currently employs a team of outstanding animation and machine learning experts, 3D animators, software engineers and serial entrepreneurs from around the world. For more information, please visit http://www.mixamo.com, or follow Mixamo on Twitter.
About Unite
Unite 11 is an event for developers, publishers, enthusiasts and others interested in Unity to come together to learn more about the market-leading platform for creating high quality video games, training simulations, medical and architectural visualizations and other 3D interactive content – and how to get the most out of it. Unite 11 will offer three days of learning including advanced hands-on class tutorials, technical sessions and an opportunity to attend awesome parties.
About Unity Technologies
Unity Technologies is revolutionizing the game industry with Unity, its award-winning breakthrough development platform. Unity Technologies has more than 400,000 registered users worldwide — including Bigpoint, Cartoon Network, Coca-Cola, Disney, Electronic Arts, LEGO, Microsoft, NASA, Ubisoft, Warner Bros., large and small studios, indies, students and hobbyists — all using Unity to create games and interactive 3D, like training simulations and medical and architectural visualizations, on the web, mobile, consoles and beyond. Unity Technologies is aggressively innovating to expand usability, power and platform reach along with its Asset Store digital content marketplace and Union game syndication so that it can deliver on its vision of democratizing interactive 3D technology. Unity Technologies is headquartered in San Francisco and has development offices worldwide. For more information, visit: http://unity3d.com.
RAIN{one} v1.1 Release
09.28.11
Hello RAIN{one} community,
Waypoints:
-AI can now use a waypoint collection directly without requiring a saved file.PathManager:
-Navigation can be set to use either a Navigation Grid File, Waypoint File, or Waypoint Collection.Recast and Navigation Grids:
-New visualization options show a tile-based representation of the recast, either showing spans or individual regions. This also includes neighbor arrow markers.Animation:
- Added AIAnimationController and AIAnimationExtender for general purpose extensibility of animations.SimpleMind:
-Now contains checkboxes for AutoLook, AutoMove. When combined with PathManager’s MoveTarget and LookTarget this provides automatic movement behavior.Sensors:
-Sensors now support Raycasting to avoid “seeing through walls”. Raycasts can be visualized in the Editor.| Posted in Release Notes | No Comments »
Chance Of RAIN? Excellent! RAIN{one} Released!
07.21.11
The end has come. The AI robots gained sentience, and they’re going to be our only hope in the Zombie Apocalypse, when zombie forces start using the Bear Calvary led by none other than our 16th President, Abraham Lincoln. Fear not! They don’t stand a chance against our AI robots empowered by the cognitive forces of RAIN!!! Equipped with human-like sensors, the capability to find the most efficient path on their death march to save the world, and telling the last surviving humans to “GET TO DA CHOPPA”- these are no ordinary AI. The zombies don’t stand a chance. Though that scenario has no shortage of awesome, is completely legitimate (ask Abe, he never tells a lie) and not over exaggerated at all. It is, none the less, an idea for a video game; maybe your video game (sorry if I stole your idea)! I know what you’re going to say, “But Jester, I have an even more ultra epic idea for a video game that could really use the AI you’re talking about. I just don’t have the hours it takes to sit down and code the functions.” We hear you loud and clear. We understand that even the most basic AI functions can be a major obstacle for developers because of the complexity involved- not to mention, the developer can be focusing on more important parts of the game development. We are taking the first steps toward eliminating those obstacles in AI, as well as many others, so users can focus on designing creative character behavior instead of building framework. We developed RAIN to make using, building, and understanding AI as easy as possible. Introducing RAIN{one}, a completely integrated AI tool kit on the Unity3D App Store. Developers now have access to a comprehensive set of AI tools that have never been seen together on Unity. By using RAIN{one}, Unity users will have the tools to equip their in-game characters with core AI capabilities such as the ability to sense the world, navigate, and create complex behaviors through goal or task based logic. What does that mean for you? It means that you can skip the vast majority of the code writing and focus on what you do best, making fantastic games. Here’s some of major features of RAIN{one} include:
- Pathfinding, Pathfollowing and Path Graph Generation
- Behavior Trees and Goal Oriented Behaviors
- Movement
- Locomotion
- Sensors
- One-Click AI Configuration
Programming
03.20.11
The last time you asked someone to do something for you, did you write them a program or did you just tell them what you wanted? Just wondering. - Prime
Tuning
03.9.11
I’ve noticed that creating game AI usually involves creating lots of little parameters that are used to tune and tweak behavior. Fine adjustment of these little “knobs” is the difference between smart looking AI and total awkwardness. The design and presentation of RAIN must avoid this approach at all costs. We must express the “why” of behavior rather than create complex functions that produce similar results in specific contexts. - Prime
Great week at GDC
03.5.11
We just returned from a great week at GDC. Rival Theory met with numerous industry partners, potential clients, colleagues, and generally cool people. I think Mr. Iwata captured my own take-away from the conference very well in his keynote: “Make the impossible possible.” - Prime
fn(x) ={FAIL}
03.3.11
One thing is clear from all the technical talks at gdc that I have attended. We are trying to create behavior as a side effect of balancing priorities based on numbers. Want to choose between two options? Add weights to each and use a function to calculate a number that represents the decision. Why are games brittle and unbelievable at times? Because the decision point isn’t adequately captured or expressed by the equation. We NEED a thinking approach to EVERYTHING that we try to embed as decision behaviors in games.
Rival{Theory}@GDC
03.1.11
We’re here at GDC and are receiving a #$% ton of positive feedback on RAIN. Tons of features coming to Unity. Lots of excitement! Check out our product page to learn more, or just go ahead and contact us.
| Posted in Uncategorized | No Comments »