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nextgen_behaviore_tree_editor [2017/02/21 10:21] (current)
jakub.gemrot created
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 +<​html><​table border="​0">​ 
 +<​tr>​ 
 +<td style="​border-bottom:​ 1px solid lightgray;">​Name:</​td>​ 
 +<td> </​td>​ 
 +<​td><​font color="​blue">​NextGen BehaviorTree Editor</​font></​td>​ 
 +</​tr>​ 
 +<​tr>​ 
 +<td width="​130"​ style="​border-bottom:​ 1px solid lightgray;">​You will learn:</​td>​ 
 +<td> </​td>​ 
 +<​td>​Visual Studio SDK, HCI, Behavior trees</​td>​ 
 +</​tr>​ 
 +<​tr>​ 
 +<td style="​border-bottom:​ 1px solid lightgray;">​Difficulty:</​td>​ 
 +<td> </​td>​ 
 +<​td><​font color="​orange">​moderate</​font></​td>​ 
 +</​tr>​ 
 +<​tr>​ 
 +<td style="​border-bottom:​ 1px solid lightgray;">​Excitement:</​td>​ 
 +<td> </​td>​ 
 +<​td><​font color="​blue">​Behavior tree editor is highly sought feature of many game development companies, let's make your product a professional standard (no, it's not a joke)</​font></​td>​ 
 +</​tr>​ 
 +<​tr>​ 
 +<td style="​border-bottom:​ 1px solid lightgray;">​Description:</​td>​ 
 +<td> </​td>​ 
 +<​td><​font color="​black">​Behavior trees is a visual form of rule-based for creating behaviors for intelligent virtual agents (IVAs). They are used as language for describing high-level behaviors of IVAs, known as non-player characters in video games. The example can be an <a href="​https://​www.assetstore.unity3d.com/​en/#​!/​content/​15277">​editor for Unity</​a>​. Existing editors have a few problems: poor extensibility (ability to create own nodes), usability and productivity (editing trees is mouse move&​click fest), integretion (plan serialization,​ debugging), multidisplay support, etc. 
 +<​br/><​br/>​ 
 +The aim of this thesis is to design an editor that would provide those features. 
 +</​tr>​ 
 +</​table></​html>​
nextgen_behaviore_tree_editor.txt · Last modified: 2017/02/21 10:21 by jakub.gemrot