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Games and AI - Tool Chains

Learning:

Software Tool Chain:

Fig 1 software development tool change

Middleware AI in games: Recast and Detour are both libraries, the former generates navigation meshes from polygon soups; while the latter is a pathfinding and spatial reasoning toolkit that works on navigation meshes. Both can be considered middleware – due to the fact they provide services or functionality not provided by the operating system or can add functionality to software suites by allowing navigation and pathfinding algorithms not native to software suite to be used (Boree, 2016).

Recast and Detour are considered “Service Specific Middleware”, in contrast to “General Middleware”, that can be something such a keyboard middleware. Recast, is accompanied with Detour, is actually designed for games, and thus is a middle ware library, and toolkit for spatial navigation. Essentially, supporting navigation and pathfinding AI.

AI Techniques:

Middleware, can have any AI one wants to have on it, the issue with Middleware actually is ensuring it functions with the software tool, or suite, that one wants to extend the functionality of.

Core Capacities: Essentially, Middleware add functionality to existing software tools and suites

Reflection:

Middleware has the strength that, it can extend any software tool, and can usually be re-used rather than re-implemented. The only weakness I can see is that Middleware requires time and testing; however, due to the nature of Middleware, i.e. software libraries, this form of software package can still be updated after release. Meaning, that Middleware can be reflexive to time and change. I would recommend, taking the time to understand libraries over writing your own Middleware - as this will mean giving more focus to development of games and less time trying to implement new code; meaning more time for more unique features in games. Remember, that each software tool chain, can take advantage of completely different Middleware, where the product of tools is the passed between tools in the process of development. For instance models with animation Middleware, are passed to Unity, where programing and physics middleware can give ragdoll effect to models, that have come through the process of tool chain development - making gaming design compartmental and focussed. Allowing higher quality products at each stage of development.

References:

Fig 1 software development tool change., 2017. Nexus Thought: DevOPs [Online] Available at: http://www.nexthoughts.com/technology/dev-ops-services/ [Accessed 23 February 2018]

Boree, G., 2016. Github - Recast Navigation. [Online] Available at: https://github.com/recastnavigation/recastnavigation/blob/master/README.md [Accessed 23 February 2018].

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