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behavior_tree_editor [2012/10/01 11:31]
jakub.gemrot
behavior_tree_editor [2013/02/18 21:50] (current)
jakub.gemrot
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 <td width="130" style="border-bottom: 1px solid lightgray;">Name:</td> <td width="130" style="border-bottom: 1px solid lightgray;">Name:</td>
 <td> </td> <td> </td>
-<td><font color="blue">Behavior tree editor as plugin for Unity engine</font></td>+<td><font color="blue">Behavior tree editor improvements</font></td>
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 <td width="130" style="border-bottom: 1px solid lightgray;">You will learn:</td> <td width="130" style="border-bottom: 1px solid lightgray;">You will learn:</td>
 <td> </td> <td> </td>
-<td>Reactive action-selection mechanisms for virtual beings &amp; related work from the field of gaming industry, Eclipse RCP</td>+<td>Reactive action-selection mechanisms for virtual beings &amp; related work from the field of gaming industry, NetBeans Platform, <a href="http://docs.oracle.com/javase/6/docs/technotes/guides/jpda/architecture.html">JDI</a></td>
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 <td style="border-bottom: 1px solid lightgray;">Difficulty:</td> <td style="border-bottom: 1px solid lightgray;">Difficulty:</td>
 <td> </td> <td> </td>
-<td><font color="orange">moderate</font></td>+<td><font color="orange">easy-moderate</font></td>
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-You're aim will be to create behavior tree editor for coding reactive behaviors as scetched <a href="http://aigamedev.com/open/articles/bt-overview/">here</a>. Of course the editor won't be "just editor", but you will have to learn how action-selection for tree works and how you can define various "selection" nodes, i.e., randomized choice fixed-priority based / variable-priority based / parallel node execution / timeouts / etc. Moreover target implementation is required to provide live-coding featurei.e., reload the plan at runtime + allowing to reinstantiate the set of of rules according to freshly compiled custom code for every node of the tree. Thus achieving behavior coding-nirvanaMore importantly such project would be appriciate game development companies as well. +We already have yaPOSH engine (behavior trees) and editor+debugger, but it is rather ugly and there are a lot of room for improvementsSense/Action creation wizardsyaPOSH plan hot-swap, beautification and more! The best on this thesis is already existing code that you will just have to tinker and extend.
- +
-The best would be to aim as plugin for Unity game engine, something that can be truly picked up by other game developers.+
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behavior_tree_editor.txt · Last modified: 2013/02/18 21:50 by jakub.gemrot