Previous year in my job we implemented a HDR output (as in HDR10 / BT.2020 / ST.2084 PQ back-buffers) on one of our games on the consoles, which do support HDR10 over HDMI. The HDR compatible hardware (monitors, televisions) has already been around for a year, with varying quality.
I wonder if there's already HDR-HW output exposed in the PC drivers? Windows 10? Vulkan? DX 11? DX 12? Which vendors?
For those unfamiliar, I'm talking about outputting HDR signal to HDR hardware (using r10g10b10a2_unorm + PQ backbuffers, or better).
By Sebastian Starke
Animating characters is a pain, right? Especially those four-legged monsters!
This year, we will be presenting our recent research on quadruped animation and character control at the SIGGRAPH 2018 in Vancouver. The system can produce natural animations from real motion data using artificial neural networks. Our system is implemented in the Unity 3D engine and trained with TensorFlow.
If you are curious about such things, have a look at this:
I am about to start a PhD that will investigate ways of replicating creativity in the AI systems of simulated people in virtual environments. I will research which psychology theories and models to use in order to achieve this, with a focus on creative problem solving.
The aim of this project is to create virtual characters and NPCs that can create new solutions to challenges, even if they have never encountered these before. This would mean that not every possible action or outcome would need to be coded for, so less development resources are required. Players would encounter virtual people that are not bound by rigid patterns of pre-scripted behaviour, increasing the replay value and lifespan of games, and the accuracy of simulations.
I am looking for companies or organisations that would be interested in working with me on my PhD, and I think computer games companies might be the most likely. I am trying to think of ways in which this new AI system might benefit games companies, or improvements and new types of games that might be possible. I am on this forum to ask for your thoughts and suggestions please, so I can approach games companies with some examples.
Thank you for your time and interest.
By Gourav Mishra
Please help in completing the code. I am unable to use defined function
from nltk.tokenize import word_tokenize,sent_tokenize
GREETING_KEYWORDS = ("hello", "hi", "greetings", "sup", "what's up",)
GREETING_RESPONSES = ["'sup bro", "hey", "*nods*", "hey you get my snap?"]
User_input = input ("User said:")
"""If any of the words in the user's input was a greeting, return a greeting response"""
words = word_tokenize (sentence)
if words in GREETING_KEYWORDS:
check_for_greeting(sentence = User_input )
Hello gamedev, I am currently evaluating the worthiness of jumping into RD work for an automatic impostor system in our engine. In the past I've witnessed tremendous performance increase from such a system into the engine of LumenRT (which has to cope with unoptimized user created content). We're a little bit in the same situation right now. Possibly large fields with way too much data (high poly etc..).
So if the engine would support auto-impostor-ing of stuff that'd be cool. Though, to make it a bit more modern, I was thinking that we could extend the parallax validity of billboards by storing the depth too, and render them using parallax occlusion mapping.
So the invalidation could come after the camera has moved to a more radical angle than for traditional impostors. These exist techniques with full volumetric billboards that I am aware of, but they need the gometry shader to generate slices, and cost heavy voxel storage. I need something very light on the bandwidth to cope with switch/PS4 limitations.
Can you point me to modern research on well balanced imposter techniques sounding like this ? or any idea you have on the matter.
By xiaohan wen
If you have CROWDFUNDED the development of your game, which of the following statements do you agree with?
1. I went out of my way to try to launch my game by the estimated delivery date
2. I made an effort to launch my game by the estimated delivery date
3. I was not at all concerned about launching my game by the estimated delivery date
Hi there! I am an academician doing research on both funding success and video game development success.
For those who have CROWDFUNDED your game development, it would be extremely helpful if you could fill out a very short survey (click the Qualtrics link below) about your experiences.
The survey would just take 5 minutes and I’ll be happy to share my findings of what leads to crowdfunding success and how it affects game development based on an examination of 350 Kickstarter projects on game development in return.
This is an anonymous survey and your personal information will not be recorded.
Thank you very much in advance!
By BRENT ERICKSON
At the company I currently work for we have been working on a variety of AI projects related to big data, natural speech, and autonomous driving. While these are interesting uses of AI, I wonder about their application in real-time systems like games. Games can't tolerate large delays while sending data to the cloud or complex calculation and are also limited in storage space than can be allocated to data. I am curious about the community's view of where complex AI could fit in gaming?