So quite a while ago, I did promise that I was going to release full source code to DOT. I plan to hold up this statement for future reference. As for now, I’m releasing an older version of DOT + an open source editor.
None of the architecture present in the version I’m releasing here is present in the version that my studio uses. (We’ve moved to a cluster based system, and integrated various LOD management solutions). If you have any questions, let me know. I didn’t have enough time to create proper documentation, so I’m sure tons of people won’t have the first clue how to navigate through this.
This version does not include a UE4 port; however, future open source releases will. Everything here is in native C++ and C.
The license is of course GNU General Public. Therefore, any modifications to this code base that you make (Including ports, integrations, etc) must be open source as well. However, the code may be treated as BSD in the event that the editor is not being distributed. (ie: Distributing a game to consumers)
A lot of the SDK functionality (In this version) is covered in AI_Sample.cpp.
I have also included 4 example XML files. Future versions of DOT output different results for the same input, so try to not become too keen on a particular set up.
While this is not required by my software license, if you plan to use DOT in your game, please let me know I can provide extra support for you and your team.
This version has few optimizations, however still runs at a considerable 90k Entities/second. Future versions are well above the 500k Entities / second mark.
http://matrixcompsci.github.io/DOT/
Our original post: [WIP] Story Generation Templates - Community & Industry Discussion - Epic Developer Community Forums (Note this was when we were trying to fit everything under one engine. As mentioned below, DOT has split into 4 SDKs)
PROJECT GOING CLOSED SOURCE. SEE POST #36