Alex J. Champandard Updates from Alex J. Champandard RSS

http://twitter.com/AiGameDev

Alex is a professional artificial intelligence programmer and game developer, having worked at Rockstar for a few years before going freelance as a consultant. He’s also a multi-media author, having written his own book, contributed to several other published works, and edited the blog at AiGameDev.com for the past year.

  • 06:32:43 pm on May 1, 2010 |

    AiGameDev: @ivanassen I've not kept up-to-date with modern graphics, as you can obviously tell :-) I may need a different approach then!

     
  • 05:16:43 pm on May 1, 2010 |

    AiGameDev: Apparently MSAA is only performed at the edges of polygons, and not on texel edges for textures without filtering.

     
  • 04:18:52 pm on May 1, 2010 |

    AiGameDev: @ivanassen If anything, it shows that initiatives like Steam have enough value as an ecosystem for companies, publishers and developers.

     
  • 04:15:34 pm on May 1, 2010 |

    AiGameDev: @ivanassen The number of PCs is not going to diminish, but the *industry* around them is going to become a commodity. Good for PC gaming!

     
  • 03:11:24 pm on May 1, 2010 |

    AiGameDev: @CypherSignal Less awesome is the installation of Games for Windows Live that comes with it... Get off my HD!

     
  • 02:15:37 pm on May 1, 2010 |

    AiGameDev: Created a Facebook event for the first time. Shame they're not visible publicly! http://www.facebook.com/event.php?eid=115107981856386

     
  • 09:34:03 pm on April 30, 2010 |

    AiGameDev: @v00d00m4n If you same some videos of gameplay please send them along! Hardware budgets increase the challenge, but it's not usually that.

     
  • 07:59:47 pm on April 30, 2010 |

    AiGameDev: @v00d00m4n It's a bit of a loaded question isn't it? ;-) I haven't played the game yet unfortunately...

     
  • 07:43:51 pm on April 30, 2010 |

    AiGameDev: And yes, we did sell out and had a waiting list... But we got very lucky (short notice) with a bigger amphitheatre! http://j.mp/dqOvlw

     
  • 07:40:18 pm on April 30, 2010 |

    AiGameDev: The full schedule for Paris Game AI 2010 is now online: http://gameaiconf.com/program.php See the new video and the timetable. #AIGD10

     
  • 11:24:05 am on April 30, 2010 |

    AiGameDev: @aDevilInMe I found out you can easily move the buttons on the windows. Quite cool, but a terrible default option IMHO!

     
  • 11:17:27 am on April 30, 2010 |

    AiGameDev: RT @LukeD: The Paris Game AI Conf. 2010 looks alright if you're into that sort of thing, especially for an indie event. #AIGD10 :P

     
  • 10:09:43 am on April 30, 2010 |

    AiGameDev: Apparently @MikkoMononen *thinks* in curves, bouncy lines, and voxels. http://j.mp/dscY1k That explains why he makes this stuff look easy!

     
  • 10:11:02 pm on April 29, 2010 |

    AiGameDev: Yay, Ubuntu 10.04 is out. Going to adopt early this time, but in a Virtual Machine! :-) http://www.ubuntu.com/getubuntu/download

     
  • 09:14:27 pm on April 29, 2010 |

    AiGameDev: Overheard in the #AIGD HQ: "I don't care if there are strippers in the teaser video if it sells more conference tickets!"

     
  • 06:37:12 pm on April 29, 2010 |

    AiGameDev: @MikkoMononen It's a good sign then, we've had dotted and dashed lines for quite a while now! :-)

     
  • 04:28:29 pm on April 29, 2010 |

    AiGameDev: I have to admit, using quadratic Bezier curves instead of lines adds a certain "Je Ne Sais Quoi" to our debug visualization! :-)

     
  • 11:36:38 am on April 29, 2010 |

    AiGameDev: @bnastic What I meant is that the IDE you find in Linux just can't compare to MSVC++ -- years off the pace IMHO.

     
  • 11:36:04 am on April 29, 2010 |

    AiGameDev: @bnastic GCC is great, though generating warnings is more of a job for a builder VM and not a Desktop setup. Looking forward to LLVM more!

     
  • 11:20:27 am on April 29, 2010 |

    AiGameDev: I'm trying the latest Eclipse. Now I've got SCons configured as external script there's not much room left for #CDT to mess up builds!

     
  • 11:17:52 am on April 29, 2010 |

    AiGameDev: The next Ubuntu is out today apparently and I hadn't even realized! Been using it for pretty much everything except serious programming...

     
  • 10:38:09 pm on April 28, 2010 |

    AiGameDev: Interesting read considering discussions this morning. RT @Blurst Raptor Safari HD development is halting. http://blur.st/raptorocalypse

     
  • 07:57:09 pm on April 28, 2010 |

    AiGameDev: @markwez scoped_vector would be a better name, but I found out Boost calls it a ptr_vector. Self-destroying vector of pointers.

     
  • 05:23:37 pm on April 28, 2010 |

    AiGameDev: @aDevilInMe Yes, that's pretty much it. They store void* pointers to prevent template bloat?

     
  • 03:59:55 pm on April 28, 2010 |

    AiGameDev: @bjoernknafla Do they have an official name for the class I described in their so-called C++11 standard? :-)

     
  • 03:48:26 pm on April 28, 2010 |

    AiGameDev: @bjoernknafla We're discussing it as a zero-overhead alternative to a vector of smart_ptr without the ref counting. Maybe scoped_vector?

     
  • 02:35:22 pm on April 28, 2010 |

    AiGameDev: It's a sign the AI Sandbox is on the right track! We're debating the use of a smart_vector class :-)

     
  • 11:30:37 am on April 28, 2010 |

    AiGameDev: @bjoernknafla Even if you're selling yourself (that's true often) it's perfectly fine to alienate people as long as it brings you something!

     
  • 11:29:35 am on April 28, 2010 |

    AiGameDev: @bjoernknafla If you're trying to convince everyone, you have a "grey" product rather than a remarkable black & white product.

     
  • 08:54:03 am on April 28, 2010 |

    AiGameDev: @JurieOnGames Seth Godin wrote about being Remarkable, as you said. But if everyone is doing it that makes you average again... ;-)

     
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