Havok's behavioral tech demo (featuring wacky ninjas) demonstrates animation "tells," allowing characters to properly react to what is about to happen or is in the process of happening. The tech -- which uses the very technical sounding system of Hierarchical Finite State Machines and Blending Trees -- hopes to empower game devs to create realistic scenarios that are easily transferable between artists and designers. What does that mean for the gamer? When a dude gets punched, it looks like that dude done get punched fo' reals. See, we can be technical too ... we have a doctorate in Awesomology.
GDC09: Havok demonstrates behavioral tool v6.5 (with ninjas!)
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With so many fantastic panels and discussions happening at GDC, how does a company make its message stand out? The answer: Use ninjas. Apparently the guys and gals at Havok got the "What's awesome?" memo and did just that, showcasing version 6.5 of its new behavioral tool set during the conference. Admittedly, video footage of the tech (found after the break) isn't going to smoke your shorts and knock your socks off, but the event-driven character behavior system hopes to make realistic reactions easier for game developers.
Havok's behavioral tech demo (featuring wacky ninjas) demonstrates animation "tells," allowing characters to properly react to what is about to happen or is in the process of happening. The tech -- which uses the very technical sounding system of Hierarchical Finite State Machines and Blending Trees -- hopes to empower game devs to create realistic scenarios that are easily transferable between artists and designers. What does that mean for the gamer? When a dude gets punched, it looks like that dude done get punched fo' reals. See, we can be technical too ... we have a doctorate in Awesomology.
Havok's behavioral tech demo (featuring wacky ninjas) demonstrates animation "tells," allowing characters to properly react to what is about to happen or is in the process of happening. The tech -- which uses the very technical sounding system of Hierarchical Finite State Machines and Blending Trees -- hopes to empower game devs to create realistic scenarios that are easily transferable between artists and designers. What does that mean for the gamer? When a dude gets punched, it looks like that dude done get punched fo' reals. See, we can be technical too ... we have a doctorate in Awesomology.
Reader Comments (8)
Posted: Mar 28th 2009 7:13PM (Unverified) said
So this is like Euphoria? It does make games awesome though. Half the fun of GTA IV was fucking with the character physics engine. Watching Niko flinch when a rogue cop car barrels by him is amazing.
Posted: Mar 28th 2009 7:31PM Brendan H said
This is it, the start of SkyNet.
The robot apocalypse is nigh.
The robot apocalypse is nigh.
Posted: Mar 28th 2009 7:36PM Bagels said
I wish Topher Grace gave all my software tutorials.
Posted: Mar 28th 2009 7:48PM (Unverified) said
Wish Granted.
Of all the things in the world you could have wished for, you pick a washed up actor.
Reply
Of all the things in the world you could have wished for, you pick a washed up actor.
Posted: Mar 28th 2009 8:01PM Nomgoos3 said
I'm digging the "awesomology" tag.
Posted: Mar 28th 2009 10:10PM farlateal said
Boot to the head!
Posted: Mar 29th 2009 3:30PM RogueJedi86 said
Prtty cool. I liked how the blue ninja looked up to the eye level of the taller ninja. An AI sense of height differences.






