Wolfire Development Blog - Part 3!
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Renegade_Turner
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All genetic algorithms work by starting with a base population of random genotypes, and then evaluating their fitness, and populating the next generation with random variations of the most fit. In this case the genotype is a graph of oscillators that can be connected to the ragdoll joints, and the mutations change the oscillator parameters or the connections. Fitness is determined by finding how far they move, and dividing that by how much energy they use to get there. Each generation I pick the 20 best and fill the next generation with these winners as well as 4 mutated variations of each one.
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Renegade_Turner
- Gramps
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Renegade_Turner
- Gramps
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A couple more blog posts, one about the movement stuff, and one about controlled intersections.
I could change the fitness to encourage standing, but I think that normal behavior is already pretty well-studied, and can be done more easily by other means.
I could change the fitness to encourage standing, but I think that normal behavior is already pretty well-studied, and can be done more easily by other means.
Dang... that'll make the game a whole lot more intense. I can only imagine how realistic playing L2 with headphones on and experiencing all this would be.
With every update i get more hyped for it. I bet this really is going to go far beyond anything we've seen from wolfire, and that's saying a lot.
EDIT: Oh wait... With this be put to use in L2 even?
With every update i get more hyped for it. I bet this really is going to go far beyond anything we've seen from wolfire, and that's saying a lot.
EDIT: Oh wait... With this be put to use in L2 even?
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rudel_ic
- official Wolfire heckler
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They've put a lot of those principles into GTA4.
It's really obvious when you're in multiplayer, approach a firefight by car, starting a few blocks away, blitz by and then get a building between you and the shooters.
A lot of modern games with high production values get these aspects right. The most common offender though is the sound travel delay, most games ignore it.
Are you using OpenAL for playback? There's a lot of what you're talking about already built into it, as you probably know. And you need no fancy soundcard, they've got a software renderer.
It's really obvious when you're in multiplayer, approach a firefight by car, starting a few blocks away, blitz by and then get a building between you and the shooters.
A lot of modern games with high production values get these aspects right. The most common offender though is the sound travel delay, most games ignore it.
Are you using OpenAL for playback? There's a lot of what you're talking about already built into it, as you probably know. And you need no fancy soundcard, they've got a software renderer.
Yeah, GTA 4 is starting to do some pretty cool things with the sound rendering. I don't use OpenAL; I am doing all the mixing myself and then streaming it to the SDL audio wrapper. I don't think OpenAL really does much of this actually; it mostly just does the panning and distance attenuation. It has some support for doppler effects but is kind of hacked together based on explicit relative velocities, and not as a side effect of a realistic time delay method.
I haven't used OpenAL much recently though, did they improve it a lot?
I haven't used OpenAL much recently though, did they improve it a lot?
All this sound talk reminds me of this screensaver I've got, fireworks fly up and explode. Pretty flashy, but there is a slight delay after the explosion before you hear it and the camera flies around, so the closer it is the less delay there is.
Which is probably the only computer program I've seen do that.
Which is probably the only computer program I've seen do that.
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rudel_ic
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Can't really speak for the recent version, I've used 1.0 for positional audio and doppler effects a while back. Maybe I'm giving it more credit than it's worth, I don't know.David wrote:Yeah, GTA 4 is starting to do some pretty cool things with the sound rendering. I don't use OpenAL; I am doing all the mixing myself and then streaming it to the SDL audio wrapper. I don't think OpenAL really does much of this actually; it mostly just does the panning and distance attenuation. It has some support for doppler effects but is kind of hacked together based on explicit relative velocities, and not as a side effect of a realistic time delay method.
I haven't used OpenAL much recently though, did they improve it a lot?
Edit: Going by the API docs, there's Doppler, distance attenuation and positional audio.