Presented at SIEGE2022 as Building Nation AIs, or ” Bloodthirsty AI and how to wipe out half of the world population in the Iron Age”, with Emily Turner, Will Chambers and Michelle Menard. AI personas in games go from the smallest creatures to mass consciousness. This panel focuses on building AI personas for strategy games. […]
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Object Space Lighting – following Film rendering 2 decades later in real time
At GDC 2016, I made a presentation on Object Space Lighting. In a nutshell, our rendering architecture is vastly different then many games. In fact, it’s inspired heavily by REYES which was a system created by PIXAR and used for many films. I figure techniques done 15 years ago in film would be good candidates […]
The Birth of a new API
This past week we made available a pre-beta of Ashes of the Singularity, our upcoming massive-scale real-time strategy game. Amongst other firsts, it utilizes DirectX 12 which became available as part of the Windows 10 launch last month. Our game also includes a 3D benchmark for users to play with. Unfortunately, we have to make […]
Prepping for GDC
The team is hard at work on a series of new technology to show off at GDC as well as a big new game we’ve been working on for the past 2 years. Microsoft and AMD are scheduled to demonstrate our tech at their booths. I have discussed online how important DirectX 12 and Mantle are […]
The Next Generation of Graphics APIs
How different things are in just a year’s time. PC gaming is undergoing a revolution that will completely change the landscape, especially between consoles and PCs. A year ago, we had just two graphics APIs available to us (Direct3D 11 and OpenGL). Now, not only is Mantle a reality, but DirectX 12 is right around […]