In this multi-part series, Ian Shadden will show you how to use all of the relevant systems and features (Behavior Trees, EQS, Navigation Meshes, AnimBlueprints, AnimMontages, and more) to design, create, and optimize AI for use in a game environment with all of the requirements and restrictions that go along with that.
After a bit of a break, we’re back and have cleaned up the project, implemented a few more things, and have gotten the project ready to be released to you all! We’re going to be talking about what we’ve done to the project (hud updates, selecting dudes, stat “stations,” fixes, etc…), where are we going to take the AI stream from here, and answering any questions you all ask!
Feel free to ask any questions on the topic in the thread below, and remember, while we try to give attention to all inquiries, it’s not always possible to answer everyone’s questions as they come up. This is especially true for off-topic requests, as it’s rather likely that we don’t have the appropriate person around to answer. Thanks for understanding!
So, on the Stream, I informed you that I was going to upload this project. This is still happening, turns out I was a bit off on the timing for the creating of the new “logged in, upload project” forum.
I’m talking with Alexander now, trying to figure out a time frame. Hopefully before the end of the week… but ECGC is eating all the time! =)
I just finished this video series, and I just wanted to thank you guys for creating it. I learned quite a bit from it. Also did you guys ever upload the project? If not, is that still happening and is there a timeline for it?