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<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/rss2full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.aigamedev.com/~d/styles/itemcontent.css"?><rss xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" version="2.0"><channel><description>Artificial intelligence NEWS from the web as it happens!</description><title>Game AI News</title><generator>Tumblr (3.0; @aigamedev)</generator><link>http://news.aigamedev.com/</link><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/rss+xml" href="http://feeds.aigamedev.com/GameAiNews" /><feedburner:info uri="gameainews" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><item><title>Digesting Duck: Off-Mesh links Progress</title><description>&lt;a href="http://digestingduck.blogspot.com/2010/01/off-mesh-links-progress.html"&gt;Digesting Duck: Off-Mesh links Progress&lt;/a&gt;: &lt;p&gt;I have worked a little towards off-mesh links (a.k.a jump-links). That is, extra annotation other than polygons which act as links in the navigation graph. My long term plan is to support point-to-point and segment-to-segment off-mesh links. The first iteration will only bring you the point-to-point links.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/GameAiNews/~4/0MAAJRgXOC0" height="1" width="1"/&gt;</description><link>http://feeds.aigamedev.com/~r/GameAiNews/~3/0MAAJRgXOC0/328823578</link><guid isPermaLink="false">http://news.aigamedev.com/post/328823578</guid><pubDate>Mon, 11 Jan 2010 15:59:29 +0100</pubDate><feedburner:origLink>http://news.aigamedev.com/post/328823578</feedburner:origLink></item><item><title>Phil Carlisle on AI in Overgrowth - Wolfire Games Blog</title><description>&lt;a href="http://blog.wolfire.com/2010/01/Phil-Carlisle-on-AI-in-Overgrowth?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+WolfireGames+%28Wolfire+Blog%29"&gt;Phil Carlisle on AI in Overgrowth - Wolfire Games Blog&lt;/a&gt;: &lt;p&gt;This is a guest post from Phil Carlisle, best known for his work on the Worms series. He appears from time to time in Wolfire IRC and I finally coaxed him into writing a guest blog post! He will introduce himself below.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/GameAiNews/~4/sjN7deYvEoc" height="1" width="1"/&gt;</description><link>http://feeds.aigamedev.com/~r/GameAiNews/~3/sjN7deYvEoc/318547492</link><guid isPermaLink="false">http://news.aigamedev.com/post/318547492</guid><pubDate>Tue, 05 Jan 2010 21:48:23 +0100</pubDate><feedburner:origLink>http://news.aigamedev.com/post/318547492</feedburner:origLink></item><item><title>Digesting Duck: Stumbling Towards the Holidays</title><description>&lt;a href="http://digestingduck.blogspot.com/2009/12/stumbling-towards-holidays.html"&gt;Digesting Duck: Stumbling Towards the Holidays&lt;/a&gt;: &lt;p&gt;After a small hiatus, I’ve been grinding off my to-do list. The first item was to finish the local navigation proto.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/GameAiNews/~4/vlS1D3GPjMw" height="1" width="1"/&gt;</description><link>http://feeds.aigamedev.com/~r/GameAiNews/~3/vlS1D3GPjMw/297611601</link><guid isPermaLink="false">http://news.aigamedev.com/post/297611601</guid><pubDate>Thu, 24 Dec 2009 02:07:21 +0100</pubDate><feedburner:origLink>http://news.aigamedev.com/post/297611601</feedburner:origLink></item><item><title>Design AI for Your Games: Part 2</title><description>&lt;a href="http://www.intelsoftwaregraphics.com/?lid=D1oOqubXISU=&amp;cid=DYlRVtUNrQ4=&amp;pid=tNNiagHvr2A=&amp;tid=+Dn9lgm3jGQ=&amp;mid=PceOV4+GWXw=&amp;ch=e"&gt;Design AI for Your Games: Part 2&lt;/a&gt;: &lt;p&gt;&lt;b&gt;Part 2: Perceptions and Path Finding&lt;/b&gt;&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Perception equals reality. And in games, the more that can be perceived, the more realistic the experience is… both for the player and for the game entities.&lt;/p&gt;
&lt;p&gt;This article discusses the challenges an AI faces in perceiving and navigating a complex environment, and how those challenges can be addressed. Included are examinations of using ray tracing to emulate sight, and how your AI can perceive temporary entities (such as bullet holes, pools of blood and footprints). It then discusses how your AI can navigate the environment, including the use of multi-threading for crashing, turning, and remembering. Includes code samples.&lt;/p&gt;
&lt;/blockquote&gt;&lt;img src="http://feeds.feedburner.com/~r/GameAiNews/~4/n2GkCyZxyto" height="1" width="1"/&gt;</description><link>http://feeds.aigamedev.com/~r/GameAiNews/~3/n2GkCyZxyto/278873745</link><guid isPermaLink="false">http://news.aigamedev.com/post/278873745</guid><pubDate>Fri, 11 Dec 2009 13:17:59 +0100</pubDate><feedburner:origLink>http://news.aigamedev.com/post/278873745</feedburner:origLink></item><item><title>Design AI for Your Games: Part 1</title><description>&lt;a href="http://www.intelsoftwaregraphics.com/?lid=GQyggyEzHew=&amp;cid=DYlRVtUNrQ4=&amp;pid=tNNiagHvr2A=&amp;tid=+Dn9lgm3jGQ=&amp;mid=PceOV4+GWXw=&amp;ch=e"&gt;Design AI for Your Games: Part 1&lt;/a&gt;: &lt;p&gt;&lt;b&gt;Part 1: Design and Implementation&lt;/b&gt;&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Raising the bar of software development has also raised consumers’ expectations. Gamers expect to see each new game become more complex and intelligent, challenging developers to push the envelope. Computer-controlled AI has evolved to accomplish this mammoth task.&lt;/p&gt;
&lt;p&gt;In this article, get an architectural overview of the new API for the Intel Media SDK and how it can be used to incorporate AI into game design. Includes the various types of AI systems; the roles AI can play in games; and decision making in simple rules-based systems, finite state machines (FMS), and adaptive AI, which attempts to predict behavior and is key in fighting and strategy games.&lt;/p&gt;
&lt;/blockquote&gt;&lt;img src="http://feeds.feedburner.com/~r/GameAiNews/~4/i7j6BXLPV9c" height="1" width="1"/&gt;</description><link>http://feeds.aigamedev.com/~r/GameAiNews/~3/i7j6BXLPV9c/278872572</link><guid isPermaLink="false">http://news.aigamedev.com/post/278872572</guid><pubDate>Fri, 11 Dec 2009 13:16:29 +0100</pubDate><feedburner:origLink>http://news.aigamedev.com/post/278872572</feedburner:origLink></item><item><title>Digesting Duck: Obstacle Avoidance Experiments</title><description>&lt;a href="http://digestingduck.blogspot.com/2009/11/obstacle-avoidance-experiments.html"&gt;Digesting Duck: Obstacle Avoidance Experiments&lt;/a&gt;: &lt;p&gt;Today’s experiment was to solve of unfortunate side effect of the sampling method I chose—namely initial collision. If two agents are overlapping, the sampling will always return blocked and the two agent will get stuck. I previously side stepped this problem by just ignoring the initial collision.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/GameAiNews/~4/oRCeMaqo2xk" height="1" width="1"/&gt;</description><link>http://feeds.aigamedev.com/~r/GameAiNews/~3/oRCeMaqo2xk/263563562</link><guid isPermaLink="false">http://news.aigamedev.com/post/263563562</guid><pubDate>Mon, 30 Nov 2009 16:27:28 +0100</pubDate><feedburner:origLink>http://news.aigamedev.com/post/263563562</feedburner:origLink></item><item><title>ninjaxnagame</title><description>&lt;a href="http://code.google.com/p/ninjaxnagame/"&gt;ninjaxnagame&lt;/a&gt;: &lt;p&gt;XNA game in C# for a Game AI course at PUC (Rio de Janeiro). A small clip of the game is at: &lt;a href="http://www.youtube.com/watch?v=YZMxgLtnzvc."&gt;http://www.youtube.com/watch?v=YZMxgLtnzvc.&lt;/a&gt; It’s a 2D game that uses simple the concept of Navigation Mesh with AStar for pathfinding. Steering behaviors were also implemented. The game is based on the starter kits and forum from the XNA’s Creator Club.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/GameAiNews/~4/Yy9ajWWgUM0" height="1" width="1"/&gt;</description><link>http://feeds.aigamedev.com/~r/GameAiNews/~3/Yy9ajWWgUM0/251019843</link><guid isPermaLink="false">http://news.aigamedev.com/post/251019843</guid><pubDate>Fri, 20 Nov 2009 19:46:55 +0100</pubDate><feedburner:origLink>http://news.aigamedev.com/post/251019843</feedburner:origLink></item><item><title>Start-up studio banks on Xaitment tools | News by Develop</title><description>&lt;a href="http://www.develop-online.net/news/33250/Start-up-studio-banks-on-Xaitment-tools?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+developmag%2Fifbh+%28Develop%29"&gt;Start-up studio banks on Xaitment tools | News by Develop&lt;/a&gt;: &lt;p&gt;Xaviant, the young development studio based in the US city of Atlanta, is using a number of tools from AI group Xaitment for its debut project.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/GameAiNews/~4/WCU-xBmEOH8" height="1" width="1"/&gt;</description><link>http://feeds.aigamedev.com/~r/GameAiNews/~3/WCU-xBmEOH8/242615626</link><guid isPermaLink="false">http://news.aigamedev.com/post/242615626</guid><pubDate>Fri, 13 Nov 2009 16:08:29 +0100</pubDate><feedburner:origLink>http://news.aigamedev.com/post/242615626</feedburner:origLink></item><item><title>Here’s a video of the previously discussed obstacle...</title><description>&lt;object type="application/x-shockwave-flash" width="400" height="300" data="http://vimeo.com/moogaloop.swf?clip_id=7516521&amp;server=vimeo.com&amp;fullscreen=1&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF"&gt;&lt;param name="quality" value="best" /&gt;&lt;param name="allowscriptaccess" value="always" /&gt;&lt;param name="allowfullscreen" value="true" /&gt;&lt;param name="scale" value="showAll" /&gt;&lt;param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=7516521&amp;server=vimeo.com&amp;fullscreen=1&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF" /&gt;&lt;embed src="http://www.vimeo.com/moogaloop.swf?clip_id=7516521&amp;server=www.vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="400" height="300"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Here’s a video of the previously discussed obstacle avoidance scheme. (via &lt;a href="http://digestingduck.blogspot.com/2009/11/obstacle-avoidance-video.html"&gt;Digesting Duck: Obstacle Avoidance Video&lt;/a&gt;)&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/GameAiNews/~4/ZZBfrY6aqxs" height="1" width="1"/&gt;</description><link>http://feeds.aigamedev.com/~r/GameAiNews/~3/ZZBfrY6aqxs/238316254</link><guid isPermaLink="false">http://news.aigamedev.com/post/238316254</guid><pubDate>Mon, 09 Nov 2009 20:39:54 +0100</pubDate><feedburner:origLink>http://news.aigamedev.com/post/238316254</feedburner:origLink></item><item><title>Digesting Duck: Rediscovering Obstacle Avoidance</title><description>&lt;a href="http://digestingduck.blogspot.com/2009/11/rediscovering-obstacle-avoidance.html"&gt;Digesting Duck: Rediscovering Obstacle Avoidance&lt;/a&gt;: &lt;p&gt;After fiddling around with the different methods to implement velocity obstacles (especially the directive circle style approaches), I noticed that there are two parameters which can be used to tune to get out of the cases where the agent is completely surrounded by the velocity obstacle. The parameters are: desired movement speed and time horizon. Time horizon means the latest potential collision we are interested in avoiding (or reversely, how early something should be avoided). &lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/GameAiNews/~4/Q4GBvMF5Mws" height="1" width="1"/&gt;</description><link>http://feeds.aigamedev.com/~r/GameAiNews/~3/Q4GBvMF5Mws/238315492</link><guid isPermaLink="false">http://news.aigamedev.com/post/238315492</guid><pubDate>Mon, 09 Nov 2009 20:38:51 +0100</pubDate><feedburner:origLink>http://news.aigamedev.com/post/238315492</feedburner:origLink></item><item><title>Digesting Duck: Hybrid Reciprocal Directive Circle</title><description>&lt;a href="http://digestingduck.blogspot.com/2009/11/hybrid-reciprocal-directive-circle.html"&gt;Digesting Duck: Hybrid Reciprocal Directive Circle&lt;/a&gt;: &lt;p&gt;Or HRDC for short. That is my homage to obstacle avoidance scene. The method is combining the good stuff from HRVO with easy of implementation of DC.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/GameAiNews/~4/usmDT7n4lfg" height="1" width="1"/&gt;</description><link>http://feeds.aigamedev.com/~r/GameAiNews/~3/usmDT7n4lfg/235414799</link><guid isPermaLink="false">http://news.aigamedev.com/post/235414799</guid><pubDate>Sat, 07 Nov 2009 01:19:11 +0100</pubDate><feedburner:origLink>http://news.aigamedev.com/post/235414799</feedburner:origLink></item><item><title>Digesting Duck: Making Velocity Selection More Stable</title><description>&lt;a href="http://digestingduck.blogspot.com/2009/11/velocity-obstacle-more-stable.html"&gt;Digesting Duck: Making Velocity Selection More Stable&lt;/a&gt;: &lt;p&gt;I have done a couple of tests the get my velocity obstacle prototype to reduce the flicker in the velocity selection. Here’s a couple of things that seem to work well.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/GameAiNews/~4/3OTW6mpxOuU" height="1" width="1"/&gt;</description><link>http://feeds.aigamedev.com/~r/GameAiNews/~3/3OTW6mpxOuU/233966834</link><guid isPermaLink="false">http://news.aigamedev.com/post/233966834</guid><pubDate>Thu, 05 Nov 2009 16:13:57 +0100</pubDate><feedburner:origLink>http://news.aigamedev.com/post/233966834</feedburner:origLink></item><item><title>Digesting Duck: Velocity Obstacle Prototype
I made a quick...</title><description>&lt;object type="application/x-shockwave-flash" width="400" height="250" data="http://vimeo.com/moogaloop.swf?clip_id=7344973&amp;server=vimeo.com&amp;fullscreen=1&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF"&gt;&lt;param name="quality" value="best" /&gt;&lt;param name="allowscriptaccess" value="always" /&gt;&lt;param name="allowfullscreen" value="true" /&gt;&lt;param name="scale" value="showAll" /&gt;&lt;param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=7344973&amp;server=vimeo.com&amp;fullscreen=1&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF" /&gt;&lt;embed src="http://www.vimeo.com/moogaloop.swf?clip_id=7344973&amp;server=www.vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="400" height="250"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;&lt;a href="http://digestingduck.blogspot.com/2009/10/velocity-obstacle-prototype.html"&gt;Digesting Duck: Velocity Obstacle Prototype&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;I made a quick velocity obstacle prototype last night. Above is video shows of some example scenarios.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/GameAiNews/~4/xlUEdy9XHv8" height="1" width="1"/&gt;</description><link>http://feeds.aigamedev.com/~r/GameAiNews/~3/xlUEdy9XHv8/227882485</link><guid isPermaLink="false">http://news.aigamedev.com/post/227882485</guid><pubDate>Fri, 30 Oct 2009 13:30:16 +0100</pubDate><feedburner:origLink>http://news.aigamedev.com/post/227882485</feedburner:origLink></item><item><title>Digesting Duck: Not Bumping Into Things</title><description>&lt;a href="http://digestingduck.blogspot.com/2009/10/not-bumping-into-things.html"&gt;Digesting Duck: Not Bumping Into Things&lt;/a&gt;: &lt;p&gt;Usually when I do research to solve some problem, I get fond of some particular method, try it out, get disappointed because it did not quite solve all my cases, then I try to track back towards the root of the idea to try to figure out what might have been the original motivation behind the solution and try to find a better suiting method from there.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/GameAiNews/~4/cGZkecF_aZs" height="1" width="1"/&gt;</description><link>http://feeds.aigamedev.com/~r/GameAiNews/~3/cGZkecF_aZs/224857181</link><guid isPermaLink="false">http://news.aigamedev.com/post/224857181</guid><pubDate>Tue, 27 Oct 2009 14:23:49 +0100</pubDate><feedburner:origLink>http://news.aigamedev.com/post/224857181</feedburner:origLink></item><item><title>Digesting Duck: Blast from the Past pt. 2</title><description>&lt;a href="http://digestingduck.blogspot.com/2009/10/blast-from-past-pt-2.html"&gt;Digesting Duck: Blast from the Past pt. 2&lt;/a&gt;: &lt;p&gt;I was browsing my old hard drive last night while trying to find some old material in preparation for a lecture in a local game dev school. I found a couple of good docs I’ve written in 2006, which I thought would be worth sharing. The grammar in the docs is the same awful you are used when reading this blog.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/GameAiNews/~4/sNNrCyRNNF0" height="1" width="1"/&gt;</description><link>http://feeds.aigamedev.com/~r/GameAiNews/~3/sNNrCyRNNF0/212198005</link><guid isPermaLink="false">http://news.aigamedev.com/post/212198005</guid><pubDate>Tue, 13 Oct 2009 22:06:53 +0200</pubDate><feedburner:origLink>http://news.aigamedev.com/post/212198005</feedburner:origLink></item><item><title>Digesting Duck: Blast from the Past</title><description>&lt;a href="http://digestingduck.blogspot.com/2009/10/blast-from-past.html"&gt;Digesting Duck: Blast from the Past&lt;/a&gt;: &lt;p&gt;I just found this nice repository of old from from International Joint Conference on Artificial Intelligence. Lots of good stuff all the way from 1969.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://dli.iiit.ac.in/ijcai/"&gt;http://dli.iiit.ac.in/ijcai/&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/GameAiNews/~4/sA7_IQPF5JA" height="1" width="1"/&gt;</description><link>http://feeds.aigamedev.com/~r/GameAiNews/~3/sA7_IQPF5JA/212196826</link><guid isPermaLink="false">http://news.aigamedev.com/post/212196826</guid><pubDate>Tue, 13 Oct 2009 22:05:11 +0200</pubDate><feedburner:origLink>http://news.aigamedev.com/post/212196826</feedburner:origLink></item><item><title>Digesting Duck: Status Update</title><description>&lt;a href="http://digestingduck.blogspot.com/2009/10/status-update.html"&gt;Digesting Duck: Status Update&lt;/a&gt;: &lt;p&gt;I decided to put the area stuff on hold for a while. The update was becoming too heavy, and I need to revise my plan of attack, and probably just simplify few things too&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/GameAiNews/~4/Tl7SxZSSmO8" height="1" width="1"/&gt;</description><link>http://feeds.aigamedev.com/~r/GameAiNews/~3/Tl7SxZSSmO8/207132861</link><guid isPermaLink="false">http://news.aigamedev.com/post/207132861</guid><pubDate>Thu, 08 Oct 2009 03:10:14 +0200</pubDate><feedburner:origLink>http://news.aigamedev.com/post/207132861</feedburner:origLink></item><item><title>Xaitment almost missed the market</title><description>&lt;a href="http://www.develop-online.net/news/32956/xaitment-almost-missed-the-market"&gt;Xaitment almost missed the market&lt;/a&gt;: &lt;p&gt;In a feature looking at the way xaitment is attempting to cater for high-level behaviours and learning with its modular middleware solution, the company’s co-founder has detailed the ups and downs of the German firm’s early history.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/GameAiNews/~4/-0R4StUNl7c" height="1" width="1"/&gt;</description><link>http://feeds.aigamedev.com/~r/GameAiNews/~3/-0R4StUNl7c/201931295</link><guid isPermaLink="false">http://news.aigamedev.com/post/201931295</guid><pubDate>Thu, 01 Oct 2009 20:49:34 +0200</pubDate><feedburner:origLink>http://news.aigamedev.com/post/201931295</feedburner:origLink></item><item><title>Finite State Machines « Game Development Blog</title><description>&lt;a href="http://nicolasbertoa.wordpress.com/2009/09/22/finite-state-machines/"&gt;Finite State Machines « Game Development Blog&lt;/a&gt;: &lt;p&gt;I will explain the Finite State Machines concept and I will give an application example. My explanation is based on Chapter 2 of Programming AI By Example book. Thanks Math Buckland for your excellent book. You can download the source code and the executable from here.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/GameAiNews/~4/MTpWRHfNxSs" height="1" width="1"/&gt;</description><link>http://feeds.aigamedev.com/~r/GameAiNews/~3/MTpWRHfNxSs/194341468</link><guid isPermaLink="false">http://news.aigamedev.com/post/194341468</guid><pubDate>Tue, 22 Sep 2009 21:05:47 +0200</pubDate><feedburner:origLink>http://news.aigamedev.com/post/194341468</feedburner:origLink></item><item><title>NavMesh and Path Finding. There has still been quite a lot of...</title><description>&lt;object type="application/x-shockwave-flash" width="400" height="300" data="http://vimeo.com/moogaloop.swf?clip_id=6644343&amp;server=vimeo.com&amp;fullscreen=1&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF"&gt;&lt;param name="quality" value="best" /&gt;&lt;param name="allowscriptaccess" value="always" /&gt;&lt;param name="allowfullscreen" value="true" /&gt;&lt;param name="scale" value="showAll" /&gt;&lt;param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=6644343&amp;server=vimeo.com&amp;fullscreen=1&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF" /&gt;&lt;embed src="http://www.vimeo.com/moogaloop.swf?clip_id=6644343&amp;server=www.vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="400" height="300"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;&lt;b&gt;NavMesh and Path Finding. &lt;/b&gt;There has still been quite a lot of progress on the NavMesh side of things, the editor now has many more features like merging points, splitting edges and nodes plus the big news is that we’ve integrated the Recast NavMesh Builder from Mikko Mononen into Torque, Mikko was Lead AI Programmer for Crysis so he knows a thing or two about AI and the results we’ve been getting from his Recast Library have been a huge bonus to editor we’ve been working on. (via &lt;a href="http://www.garagegames.com/community/blogs/view/18353"&gt;Z-Day - Site, Sound and Errrr A.I. | Andy Rollins | Blogs | Community | GarageGames&lt;/a&gt;)&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/GameAiNews/~4/jyuy7hGHFbY" height="1" width="1"/&gt;</description><link>http://feeds.aigamedev.com/~r/GameAiNews/~3/jyuy7hGHFbY/194290852</link><guid isPermaLink="false">http://news.aigamedev.com/post/194290852</guid><pubDate>Tue, 22 Sep 2009 19:39:10 +0200</pubDate><feedburner:origLink>http://news.aigamedev.com/post/194290852</feedburner:origLink></item></channel></rss>
