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oozey mess

roma★

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pixel skylines

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let's talk about Bridgerton tea, my ask is open
he wasn't even looking at me and he found me
d e v o n

tannertan36
wallacepolsom
Aqua Utopia|海の底で記憶を紡ぐ

Discoholic 🪩

❣ Chile in a Photography ❣
Show & Tell
Three Goblin Art
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Kiana Khansmith
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I'd rather be in outer space 🛸
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@jaedunn-blog1
Incredibly Grateful! Please check out my patreon page :)
Really considering beginning a new playthrough of Dragon Age: Origins.Easily the best in the series, and such an engrossing RPG.
Goodnight Tumblr
what
why the fuck arent people reblogging the better pic of kirby saying shit
Oblivion gates in Cyrodiil
such an amazing game, my favorite elder scrolls
Why F.E.A.R.’s AI is still the best in first-person shooters
http://www.game2k.xyz/feature/why-f-e-a-r-s-ai-is-still-the-best-in-first-person-shooters/
Why F.E.A.R.’s AI is still the best in first-person shooters
The shadows on the wall tell me they’re coming. Two of them, both with assault rifles swinging idly at their hips. If I’m quick enough, I’m sure I can take them both out in one go. I peek out of cover as they round the corner, and let my stake gun sing, pinning the first enemy to the wall with 10mm steel projectiles. But at the sound of gunfire the other one legs it back the way he came, hunkers down in cover, and yells for reinforcements down his radio.
This five-second episode tells you a lot about the attention to detail in F.E.A.R., a 12-year-old game with AI that puts many modern-day shooters to shame. Its army of clone soldiers feel smarter than any enemy I’ve faced in an FPS since, and remain razor-sharp to this day.
The clones will shout “covering fire” as they spray bullets at your position at the same time as their squad mates move to safer spots. They’ll hide in dark corners to try and get the drop on you, and fall back to more solid cover if you’re getting the better of them. In the clip below, the enemy on the left peeks out of cover (at the start of the gif) to get a look at my location. In most other games, he’d poke his head back out at the same spot, so I’m ready and waiting to splatter his brains on the wall. But instead, unseen to me, he crouch walks behind cover and emerges somewhere else, making me re-adjust my aim.
Grenades are a big part of the AI’s arsenal, thrown both to cause damage and to flush you out of cover. In the clip below, I’ve taken refuge behind a pillar, but an incoming grenade from the right (the enemies actually shouted “flush him out” before they threw it), forces me to the left and into their line of fire.
This is all smart stuff, but it’s the kind of thing most FPSs should be able to get right. However, if there’s one thing that sets FEAR’s AI apart from the crowd, it’s movement. Enemies are constantly shifting from cover to cover, retreating around corners, changing spots to get a new angle on you. They’re looping back on themselves and diving through windows, crashing through doors to open up new parts of the battlefield, and they’re never in one spot long enough for you to get comfortable. It means that crouching behind cover can be disorientating, because when you lean out again the enemies won’t be in the place they were when you were last firing.
And this movement isn’t just random, either. Enemies are aggressive, and will actively hunt you down in packs. More than once I’ve died because an enemy simply ran over to my cover position and shot me mid-reload, before I even knew they were there.
What’s most remarkable is the simplicity of the system behind the AI, as revealed by Jeff Orkin, senior engineer at Monolith productions, way back in a 2006 GDC presentation. The team had just one AI programmer, and so designed a ‘planning’-based system that lets the AI soldiers think for themselves.
Instead of telling an AI exactly how to behave in every situation, F.E.A.R gives the soldiers a set of goals and a set of possible actions, and then lets them figure it out for themselves. Essentially, the AI reacts dynamically to what’s going on in the environment – for example, if they’re in danger they will look to retreat, but only if they can identify a safe path to follow. If not, they will hunker down, and perhaps blind fire from cover to try and slow your progress.
Where it gets really impressive is where AI soldiers work together. They can form impromptu squads based on proximity to each other, and then act as a unit to kill you, each aware of the other’s actions. In practice, this means that while they normally start together in any gunfight – coming through the same door, for example – they quickly fan out, and before you know it you’re twisting your head this way and that, falling back to try and keep them all in your field of vision. It almost feels like they’re being controlled by single unseen player on high whose one objective is to see you dead.
None of it is dictated. There’s no direct command to flank, for example – but complex behaviours emerge from the soldiers analysing and reacting to their environments, which are built to showcase the AI at its best.
In the clip below I’m in a strong position, firing my shotgun down a narrow corridor, with all my enemies in front of me. At least I think they are, until one enemy flanks into a small room on my right, chipping away my health and forcing me to retreat to where I can engage him one on one.
The cherry on top is communication. As the soldiers fight they provide a narrative for the chaos in the form of orders and updates barked down their radios. “He’s flanking us”, one will call out, as his squad reacts to my movement. “I’ve got nowhere to go!” another will call, aware that he’s trapped but unable to identify another safe spot.
As Orkin explained, “Having A.I. speak to each other allows us to cue the player in to the fact that the coordination is intentional. Of course the reality is that it’s all smoke and mirrors, and really all decisions about what to say are made after the fact, once the squad behaviour has decided what the AI are going to do.” Smoke and mirrors it may be, but it really makes you feel like you’re facing an intelligent force.
In his presentation, he observed that the AI reminded players of the first Half Life game, which came out seven years earlier. “It seems that we haven’t made much progress in seven years. There has to be more we can do with game AI.”
Unfortunately, what F.E.A.R demonstrates is how little AI has progressed since 2006. There’s no one aspect to it that’s unique – no one individual behaviour I can pick out and say that I haven’t seen in other games since. But it nails the simple things, and brings them together into something that’s greater than the sum of its parts. 12 years on, it’s still the pinnacle of shooter AI.
amazing description of a fantastic game
Township Rebellion
I know this is more of a return to the form of the 90′s, but from the ashes of the Seattle Grunge Scene were born the seeds of what would become one of the most controtversial groups to challenge authority and ideals since the inception of Black Sabbath. Rage Against The Machine was a very stark and daunting introduction to the nasty side of politics. Musicians have been talking about if for generations, and will continue to do so as long as the art form endures. Rage Against The Machine, if nothing else, got people uncomfortable enough to talk about the issues being presented. Due to the Economic Instability in the end years of George W. Bush’s Administration, the group decided to record the music video for their new single “Sleep Now in the Fire” outside of the New York Stock Exchange. They ended up shutting down the NYSE for the remainder of the day, and were reported on by a number of news outlets. Rage Against The Machine is a pinnacle of musical success not only in its encapsulating guitar riffs, powerful bass player, and hybrid rock/rap vocalist Zach de la Rocha (a move that Limp Bizkit later recycled during their inception). They were successful due to their constant upholding of their ideals, and they didn’t answer to anyone. When they felt they had accomplished this task/felt like some were not the same after the fame, they broke up. Prophets of Rage formed soon after
RPG ’s
I have always had such a fascination with the medieval and all of the parts going into that era. Swordfighting, Archery, and Horseback Riding were all well and fun, but what really garnered all of my attention was the mages, the fantasy creatures, dragons and chimeras, as well as stuff such as teleportation, floating cities, just stuff that didn’t happen in my reality. As a result, my taste in games began to gravitate from the FPS games I grew up with, to games such as Dragon’s Dogma, Two Worlds, Elder Scrolls (kinda) and Drakan The Ancients’ Gates ESPECIALLY. Their fantasy elements where what kept me going back, not the repetition of the possible from my own reality.
Vidya
If I have free time, 9/10 times I’ll be playing vidya. I’m really drawn to those games that didn’t sell well, Two Worlds 1 is one of my favorite RPGS, and games like Bulletwitch and Frontlines: Fuel of War are some of my favorites. F.E.A.R. 1 was phenomenal and I love the feel and look of the older graphics. Just good enough to make it to the 360, but not very polished or neat. Launch titles on the 360 are amazing to me, and I have such a drawing to them.
Nu Metal/Post-Grunge of the 00′s
By far the most influential music to me as a person came from the 1999-2012 Era of rock, stuff like Linkin Park, Ra, Soil, Drowning Pool, Chevelle, and others just really stand out. Forfeit off of Chevelle’s sophomore album really kicks ass and so does stuff from Staind which really fell off the map recently. :/ reccomend some same stuff in the same vein please?