Would be awesome to learn more about Fallen Order Ai!
@MitchRichard6523 сағат бұрын
Loved the video but the BG music was too loud. The ominous rhythm is very repetitive
@dwaynedwards23 сағат бұрын
Amen
@lightsout1762 күн бұрын
I cant believe I have had this game for over 7 years and never played it...the moment I couldn't put away my flair, I put this game down...but I had no idea how faithful the devs were to the original movie and sound score. I dont like how the timeline is constantly changed and expanded to make the sequels and prequels fit within the context of the original, often falling far outside of space horror, even for a late 70's movie like the original, where space horror was just beginning its grips in the heart of our culture. I also didnt know they developed and used their own inhouse engine...truly incredible to play. This game so far is creepier for me than deadspace.
@Lippeth6 күн бұрын
I think I'm just watching videos like these to annoy myself on purpose. I don't think I've ever seen AI upscaled textures in older games look as good as the original low res textures, in any game. I can't fully explain what it is, whether it's the low poly count, lighting, overall geometry or my own nostalgia, but upscaled textures make everything look flat and uncanny, 100% of the time. Often combined with longer loading times and I legit don't understand the obsession people have with making old games look and run worse on purpose. an aside: Wouldn't Morrowind's blurry look at a distance still be blurry with higher resolution textures unless corrected with anisotropic filtering?
@yanwain94548 күн бұрын
are they actually using the built in unreal engine EQS system?
@AIandGames7 күн бұрын
No, because DOOM is made in the idTech engine.
@yanwain94546 күн бұрын
@AIandGames oh ok those spheres looked very similar to the ue4 eqs debug. For some reason i thought it was unreal engine but i was wrong.
@leinadreign351010 күн бұрын
I was so surprised by the ai coming through another entrance and falling into my back, moving around shelves to create barricades and not rushing through a door if I killed someone there but rather throwing in a grenade. It is sstill a great ai. Obviously the voice recordings make a greta part of it. And it really is eye open8ing to search through all these lines, gettinbga sense for how many there are.
@gattsruko11 күн бұрын
"....or just settles an argument you had with your friend, then I consider my job done!" That's literally why I watched this excellent video hahaha. A friend of mine sent me a video of a game claiming to be the first game to use AI in enemies (usual social media disinformation crap) and I said that games uses AI since a very long time. I sent him some forums and this great video!
@AIandGames9 күн бұрын
Hahaha, glad I could be of assistance!
@bpeachey147512 күн бұрын
Anyone know of any in game LLM integration tools for unreal engine? I have a side project in mind but can't seem to find much googling
@BucketBoatable15 күн бұрын
Having never played dooms after doom 3, the auto inaccuracy of projectiles seems like an annoying thing and the exact opposite of what a player would want.
@glue-eater30015 күн бұрын
what? why wouldn't the player not want to get hit?
@yanwain94548 күн бұрын
you should really try doom 2016. it was a ton of fun.
@BucketBoatable8 күн бұрын
@@glue-eater300 projectiles with 100% accuracy but no tracking can never hit you as long as you play good, that's the point. In doom 2, you've got the partial invisibility, which gives enemiesan offset on their targeting of the player instead of perfect accuracy -> even the best players get hit
@Kestas_X15 күн бұрын
7:02 That Tapir Just being like "Oh there's a spear in my temple. Well, guess I'll Go simewhere Else, then"
@Kestas_X15 күн бұрын
The perfekt organism *bumps through the vents Like a drunk*
@michaelmonstar427616 күн бұрын
6:44 - We finally have an explanation as to why the second Xbox was called "Xbox 360". 😆 - Although, the very first game in the entire franchise was on the first Xbox, everything else on the next one and on.
@TheGravespawn16 күн бұрын
"Lets consider the individuality of demons" Doom Guy: "No, I don't think I will."
@yusufserandogmus411816 күн бұрын
Mind blowing
@Healermain1516 күн бұрын
That's what the shotgun is for
@bighamgrizles17 күн бұрын
didn’t they remove the architecture that allows thousand of ai at once after ps3 though ?
@ThommyofThenn18 күн бұрын
Do not remain in light
@Aleixus18 күн бұрын
I didn't know townscaper and Bad north was made by the same person!! I love bad north
@cedricnash72519 күн бұрын
As a roblox Developer, Making A.I system is hard let alone making a good one that draws inspiration of fear My A.I Would Do different tactics, and depending on how the players would play would adapt to it If they were using Heavy armor short range combat, Then Snipers would spawn more often If the Player does long range combat with a sniper, More shielders and rushing tactics while at the same time taking more cover than usual and baiting the player. But its really hard, especially for roblox considering that most games that have decently good a.i are not roblox, so yeah VERY Hard do not Get cocky like me. And unfortunately I'm a beginner and I'm stating on what I want my A.I to be, yeah I'm cooked.
@mirjameladhari19 күн бұрын
Awesomeness. ❤
@omegablast200219 күн бұрын
almost seems like overkill. a simple sphere collision with a event firing on overlap that instructs them to move away would suffice at way less computational requirement than this. or if you're in unreal you can just allow EQS to rate the areas within light intensity in range lower without the need for a completely different independent system
@harraldschmitt911314 күн бұрын
tue but i dont think that it ultimatly hurt the performance
@AaditDoshi14 күн бұрын
I don't think that would be performant at all. If I understand this correctly, the rats behave like a boid field, having each rat check if they collide with the spheres is more expensive than all the influence spheres affecting a field and the rats updating position based on the field.
@omegablast200214 күн бұрын
@@AaditDoshi no you misunderstood. The point lights would contain the sphere collision. It would be event based, as opposed to a system that is consistently running. Both eqs and Niagara contain the ability to do what is being shown in this video as well.
@ostrich_dog20 күн бұрын
i thought about this video while watching nosferatu
@MTODbasics20 күн бұрын
Clarity is the main aspect here. I use Topaz daily and it's still, after all this time most of the time useless at upscaling something without turning the image blobby. We have a ways to go until this becomes viable.
@FrankRooney-b4f20 күн бұрын
Interesting 🤔
@GoNo11720 күн бұрын
🐀
@ThommyofThenn18 күн бұрын
Remain in light
@RBRMV124 күн бұрын
Just to say. In grounded this game becomes real
@KayKay-ob6tz24 күн бұрын
I thought u might talk about the ai of the game but yeah thanks for making the video
@ihtasham923725 күн бұрын
Was trying to find an introduction to utility AI on KZbin for my Bomberman clone and now I'm here watching my old AI professor teach me about it - I've come full circle
@chrischui924325 күн бұрын
Use the AI on the NPC
@johanliebert-e6k28 күн бұрын
yes we absolutely can call fear the goat bro
@CR0NO-NL29 күн бұрын
Subbed after seeing the first 30 seconds
@sonicmoore6196Ай бұрын
Man F.E.A.R was way ahead of its time! Still polished and way better than a lot of mediocre FPS games nowadays
@TheTraveller777Ай бұрын
Hoping this drops soon! I kinda thought it may have been not too long after this announcement. :)
@AIandGames27 күн бұрын
Since I announced it, Creative Assembly asked to be a part of the video. So we only just ran the final interviews right before the holidays. You can expect to see it soon.
@jlf_9 күн бұрын
@@AIandGamesexcited for that
@papdipaw34Ай бұрын
My question how to use ai for play the game like in codm
@davidviadel23Ай бұрын
Congratulations Tommy, I'm very happy for you!
@StevejusttАй бұрын
I've been studying fears goap and ai code up on github. It's elegant and easy to follow for the most part. There is one thing I'm really struggling to understand: how are the enemies moving and shooting at the same time? I can't seem to find this anywhere in the code. Movement and attack actions are separate actions. Each next action waits for the previous action to complete. I don't see anywhere for simultaneous actions. Or even any attack code outside of the actions. So yeah. Can't find out how they are both moving and shooting at the same time. Any ideas? Lol
@DalboniАй бұрын
@AIandGames 20:00 This sounds like a Markov chain based on the fight states.
@jasecee8992Ай бұрын
This is one of my all time fave games So under-rated! SEGA bining the team for this game are mad!!!