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.

  • 08:39:05 am on April 28, 2010 |

    AiGameDev: @JurieOnGames I can see why you're pondering this stuff! Fascinating to map out the industry 2 years from now, see how your company fits in.

     
  • 08:26:02 am on April 28, 2010 |

    AiGameDev: @JurieOnGames You might disagree with them for saying that but it's hard to disagree with you for your post IMHO. It's just so sensible!

     
  • 08:15:34 am on April 28, 2010 |

    AiGameDev: @JurieOnGames Are you finding anyone disagreeing? "There are changes going on in the games industry and there are many possible answers."

     
  • 08:04:47 am on April 28, 2010 |

    AiGameDev: @ivanassen For large developers, Steam and Impulse feel a lot like new companies in a familiar "publisher" role. More in-house marketing?

     
  • 08:00:43 am on April 28, 2010 |

    AiGameDev: @ivanassen I see "publishers" as we know them potentially filling that role, providing shared specialized resources to leverage for a cost.

     
  • 07:46:15 am on April 28, 2010 |

    AiGameDev: @JurieOnGames The case for indie developers self-publishing seems obvious & unavoidable to me, but what's going to happen to AAA publishers?

     
  • 07:45:18 am on April 28, 2010 |

    AiGameDev: @JurieOnGames Essentially, making self-published games requires the skills running a business -- and not everyone has, or wants, those.

     
  • 06:34:41 am on April 28, 2010 |

    AiGameDev: @kamidphish @ChristerEricson I'd probably use an index or an EdgePtr typedef in that particular case. Does that make me a heretic too? :-)

     
  • 06:15:29 am on April 28, 2010 |

    AiGameDev: I particularly enjoy Declining & Blocking recruiters or HR consultants from joining our LinkedIn Game AI group http://aigamedev.com/linkedin

     
  • 06:05:42 am on April 28, 2010 |

    AiGameDev: @kamidphish Preaching to the choir :-) Does this even need mentioning anymore?

     
  • 05:58:39 am on April 28, 2010 |

    AiGameDev: @kamidphish I presume you then avoid double declarations "const char* p, q" by convention to avoid type definition problems?

     
  • 12:20:47 am on April 28, 2010 |

    AiGameDev: @craigfortune Come to think of it I came up with the idea. But he was in the Google Doc while I did it and I explained everything to him :-)

     
  • 11:55:40 pm on April 27, 2010 |

    AiGameDev: What's funny is that I was staring at the problem for about 2 weeks. It only took one session swap, but it obviously needed two people!

     
  • 11:53:56 pm on April 27, 2010 |

    AiGameDev: Oh, wow. The near final time allocations for the #AIGD10 schedule just fell beautifully into place thanks to @zoombapup. Online by May 1st?

     
  • 09:41:14 pm on April 27, 2010 |

    AiGameDev: @tigsource Oh, you made the mistake of going with Typo3 also? I'm sorry to hear that, and I hope your problems are resolved!

     
  • 03:34:07 pm on April 27, 2010 |

    AiGameDev: Oh, wow! You try to figure out how to build the AI for physically-accurate cars like this: http://youtu.be/PpFHrt-py0g Or come to #AIGD10 :)

     
  • 01:33:37 pm on April 27, 2010 |

    AiGameDev: RT @sinbad_ogre: Sad announcement today, I'm retiring as OGRE project lead: http://bit.ly/aCG6Ip

     
  • 10:33:42 am on April 27, 2010 |

    AiGameDev: @JurieOnGames Are you writing a business plan or proposal? ;-)

     
  • 10:32:52 am on April 27, 2010 |

    AiGameDev: @JurieOnGames You get used to it! Just like publishing stuff online directly to customers vs. having to write a book first...

     
  • 10:31:05 am on April 27, 2010 |

    AiGameDev: @JurieOnGames What's particularly cool is that developers will end up working almost directly with their actual customers! No indirection.

     
  • 08:29:52 am on April 27, 2010 |

    AiGameDev: We've confirmed the location for the official #party of the Game AI Conference 2010. Cool place, no? http://gameaiconf.com/party.php #AIGD10

     
  • 08:23:56 am on April 27, 2010 |

    AiGameDev: RT @slicedlime: I'll be speaking at the Game AI Conference in june. Almost no seats left! http://digs.by/aO8eah

     
  • 10:17:32 am on April 26, 2010 |

    AiGameDev: @bjoernknafla The conference is generally targeting people w/ experience programming & AI. Overview is always useful of course :-)

     
  • 10:16:11 am on April 26, 2010 |

    AiGameDev: @MikkoMononen Want to turn it into an article for the blog, as a teaser for the conference?

     
  • 03:01:12 pm on April 25, 2010 |

    AiGameDev: @bjoernknafla It's "borrow" or "rent" you're looking for :-) Maybe Amazon's EC2 would be better value for money than a server...

     
  • 08:07:02 pm on April 23, 2010 |

    AiGameDev: @JurieOnGames Is it done or are you about to do it? What was your angle this time?

     
  • 07:56:51 pm on April 23, 2010 |

    AiGameDev: @JKeverne For design, I'd say a generalist. Coding, also generalist but with a keen interest for one topic -- for example AI! :-)

     
  • 07:43:31 pm on April 23, 2010 |

    AiGameDev: @ChristinaCoffin Wait, you're saying producers are not developers? :-)

     
  • 07:41:33 pm on April 23, 2010 |

    AiGameDev: The benefit of having a GL & D3D driver abstraction diminishes drastically if you use different parameter names for each one... #api #design

     
  • 07:40:26 pm on April 23, 2010 |

    AiGameDev: The render system stores options for full-screen antialiasing with no getters, but you're supposed to pass FSAA in to the RenderWindow. How?

     
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