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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>​
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-<​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>​
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-<​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