- CSC 481 S14
- Ian Dunn
The basic components of a game engine used for developing 3D games. Includes core concepts and implementations.
#include <stdio.h> | |
#include <stdlib.h> | |
int main(int argc, char * argv[]) | |
{ | |
if (argc != 4) | |
{ | |
fprintf(stderr, "usage: histdiff <size> <file1> <file2>\n"); | |
return -1; | |
} |
#include <assimp/Importer.hpp> | |
#include <assimp/scene.h> | |
#include <assimp/postprocess.h> | |
Assimp::Importer Importer; | |
aiScene const * const Scene = Importer.ReadFile(FileName, | |
aiProcess_CalcTangentSpace | |
#lang plai-typed | |
(define-type-alias number-like-function (('n -> 'n) 'n -> 'n)) | |
(define-type-alias (chooser-of 'm) ('m 'm -> 'm)) | |
(define-type-alias (pair-of 'q) ((chooser-of 'q) -> 'q)) | |
(define-type-alias (accessor-of 'r) ((pair-of 'r) -> 'r)) | |
(define | |
(add1 [f : number-like-function]) : number-like-function |
#include <vector> | |
#include <string> | |
#include <iostream> | |
#include <map> | |
#include <sys/stat.h> | |
#include "glm/glm.hpp" | |
class SVertex | |
{ |
#include <vector> | |
#include <string> | |
#include <iostream> | |
#include <map> | |
#include <sys/stat.h> | |
#include "glm/glm.hpp" | |
#include <assimp/Importer.hpp> | |
#include <assimp/scene.h> | |
#include <assimp/postprocess.h> |
/* | |
* Interpolation functions! | |
* Author: Ian Dunn | |
*/ | |
#pragma once | |
template <typename T> | |
T LinearInterpolate(T p1, T p2, T x) | |
{ |
Modeling AI behaviour for a fast-paced first-person shooter game such as Halo is a difficult task. Actors must cooperate with each other, react to arbitrary action by the player, and produce varied results. Encounters may contain a large number of actors, requiring special data structures to accomodated memory needs and allow efficient computation. The system implemented in Halo 3, a AAA title from 2007, involves a scheme for clumping actors into groups that share state and a system for representing actor behaviour.