Graph Generation / Intia SDK Demo (142MB)

Description: This Intia SDK demo showcases automatic generation of a navigation graph (aka “pathfinding data”) for a large and complex MMO world. Taking as input the game’s geometry, Intia outputs a graph that accurately reflects the traversability of the world by the game’s non-player characters (NPCs).

Accelerated AI shown: Fast and accurate graph generation in navmesh format. Following initial generation, the Intia SDK can keep the graph up-to-date in real-time to support dynamic, physics-driven worlds.

  • Area processed: 1600m x 1400m (running on one working thread)

  • Resolution: 0.3m

  • Total graph generation time: 704 seconds

  • Graph generation speed: 56m x 56m area per second



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Dynamic MMO / MMORPG (33.1 MB)

Description: The evil Raiders (NPCs) mount a bold and unexpected attack on a proud Union city. But the determined Union forces (players and NPCs) hold their ground. In this MMO, the world is surprisingly dynamic: players and NPCs affect, and are in turn affected by, a physically-changing environment. And all must make smart use of the world around them if they are to prevail.
Accelerated AI shown: Intelligent movement and sensory simulation in a dynamic world. With the game map changing unpredictably, all path and line-of-sight data must be continuously calculated in real-time.

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Tank Battle 1 / RTS-Action (62.5 MB)

Description: Two armies of hundreds of soldiers, led by firing tanks, battle each other. As the tanks crash through walls and blow up obstacles, the soldiers move intelligently through the newly formed rubble. They make skilful use of available hiding spots, cover for each other and move in formation.
Accelerated AI shown: Intelligent movement of many agents in a highly dynamic world. Since the game map is constantly changing, all path-related data must be repeatedly calculated in real-time (pre-processing is of no avail).

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Fully Simulated City / RPG (73.8 MB)

Description: We follow a Hero’s adventures in a fully simulated world. In such a world, each of the hundreds of characters behaves intelligently at all times. And since our Hero can interact with all of these individuals, his choices lead to thousands of unique gameplay variations.
Accelerated AI shown: Full simulation with all characters behaving intelligently both on-screen and off-screen (i.e., no loss of AI level-of-detail). The richness of full simulation creates a vast number of gameplay variations – far beyond anything that can be manually pre-scripted.

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Helicopter Hunt / RTS (20.0 MB)

Description: In the dark of night, a team of helicopters hunts through the ruins of a city for a band of fugitives. Whenever one of the beams of light projected by the helicopters catches sight of a fugitive, the fugitive lights up in red, and then immediately seeks cover in a nearby hiding place.
Accelerated AI shown: Line-of-sight calculations on a massive scale in a highly dynamic world. Since the points-of-view of the helicopters and the positions of the fugitives are constantly changing, all line-of-sight data must be repeatedly calculated in real-time (pre-processing is of no avail).

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Tank Battle 2 / RTS (22.9 MB)

Description: A sequel to “Tank Battle 1”, this demo features two armies in a head-on confrontation. A preliminary artillery barrage paves the way for a carefully planned attack. Enemy forces mount a surprise counter-attack, but are repulsed by determined tank fire. The ground troops of both sides make skilful use of available hiding spots, cover for each other, and aim and fire at opposing forces.
Accelerated AI shown: Intelligent movement and sensory simulation for many agents in a highly dynamic world. Since the game map is constantly changing, all pathfinding and line-of-sight data must be repeatedly calculated in real-time.

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