ars technica war stories

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© 2020 Condé Nast. Experience a masterclass in how to bring a 3D realtime strategy game to life. Lee Hutchinson Blade Runner: Skinjobs, voxels, and future noir... Ultima Online: The Virtual Ecology | War Stories, Serious Sam: Saved by a vertical slice | War Stories, Star Control: Science non-fiction | War Stories. Lee Hutchinson – Jun 5, 2019 4:05 pm UTC. – Mar 26, 2020 3:15 pm UTC. This episode of War Stories focuses on giant robots blowing things up. All rights reserved. When the first Drivatars debuted in Forza Motorsport in 2005, they were a substantial improvement over the NPCs we raced in other driving games, which often just followed the same preprogrammed route around the track. The material on this site may not be reproduced, distributed, transmitted, cached or otherwise used, except with the prior written permission of Condé Nast. our latest videos and shows. – Oct 29, 2020 3:10 pm UTC. We're resurfacing our interview from last month now that Mechner's book is out. Former Midway titan Mark Turmell talks rubber-banding, “on fire,” Michael Jordan. WIRED Media Group Ad Choices, Blast off with Scott Manley as he discusses his top 1,000 YouTube comments. In fact, the technology originated at Microsoft Research's outpost in Cambridge, England, where computer scientists started using neural nets to see if it was possible to get a computer to identify a Formula 1 driver by the way they drove through corners. From Disney to deep space, Schofield just wanted to make art—and he succeeded. Sam Machkovech Lee Hutchinson – Oct 20, 2020 3:10 pm UTC. our Lee Hutchinson Video: Publishers ignored it until Old Man Murray gave the demo a rare positive review. or otherwise used, except with the prior written permission of Condé Nast. He … Naughty Dog's Andy Gavin reveals mid-'90s memory management and 3D animation tricks. Lee Hutchinson User Agreement – Feb 27, 2020 4:15 pm UTC. Catching up with Forza's Dan Greenawalt to meet the ghosts in the machine.. Jonathan M. Gitlin – Sep 14, 2020 8:11 pm UTC The material on this site may not be reproduced, distributed, transmitted, cached or otherwise used, except with the prior written permission of Condé Nast. Director/production designer Hisko Hulsing pulls back the mystery on rotoscoping magic. War Stories: How Forza learned to love neural nets to train AI drivers. Ars Technica takes an in-depth look at the biggest hurdles developers face when creating some of the most popular video games of all time. You must login or create an account to comment. Binge on some “War Stories” gaming videos. Jonathan M. Gitlin Sam Machkovech War Stories sets its sights on Command & Conquer's CD-ROM and pathfinding challenges. Lee Hutchinson – Dec 27, 2018 7:50 pm UTC. Lee Hutchinson "It was crazy.". "All of a sudden going to Thunderhead, we had millions of laps within what, a week?" Stuck at home? Lead designer David Brevik reminisces on Rogue and the path almost-but-not-quite taken. Kyle Orland – Jul 16, 2020 1:48 pm UTC. 1 World Trade Center, New York, NY 10007 Tel (212) 286-2860. Lee Hutchinson – Jul 7, 2020 3:10 pm UTC. If you're stuck at home looking for distractions to take your mind off of COVID-19—or if you've realized that you don't actually have to pay attention to your department's snooze-inducing staff meeting and you'd rather not watch your boss try and... Lee Hutchinson Kyle Orland – Apr 16, 2019 3:10 pm UTC. – Aug 18, 2020 3:10 pm UTC. © 2020 Condé Nast. Retro-themed murder mystery's full-sentence UI nearly foundered during localization. Do Not Sell My Personal Information. © 2020 Condé Nast. Total War: Rome II: Nemo solus satis sapit | War... Dead Space: The Drag Tentacle | War Stories. The trick was to give players a rich world and let them create their own motivations. Use of and/or registration on any portion of this site constitutes acceptance of All rights reserved. Video: To convey the horror of post-war survival, developers made things personal. When autocomplete results are available use up and down arrows to review and enter to select. Ad Choices. War Stories takes a look at how community feedback shaped the game's final form. Sign up or login to join the discussions! Your California Privacy Rights | Do Not Sell My Personal Information Your California Privacy Rights | Do Not Sell My Personal Information Lee Hutchinson Lee Hutchinson Use of and/or registration on any portion of this site constitutes acceptance of our User Agreement (updated 1/1/20) and Privacy Policy and Cookie Statement (updated 1/1/20) and Ars Technica Addendum (effective 8/21/2018). Join the Ars Orbital Transmission mailing list to get weekly updates delivered to your inbox. The first installment was created as the Xbox's answer to Gran Turismo, but with a healthy helping of online multiplayer racing, too. Lee Hutchinson The easiest way to describe this gaming-centric interview series, split into six 40-minute episodes, is to give a shoutout our own... Sam Machkovech How Amazon’s “Undone” Animates Dreams With... How One Gameplay Decision Changed Diablo Forever, How Forza's Racing AI Uses Neural Networks To Evolve, How The NES Conquered A Skeptical America In 1985. Nathan Mattise All rights reserved. Geek out to two hours of Ur-Quan design secrets and behind-the-scenes tales. – Jan 30, 2020 4:08 pm UTC. – Jan 16, 2019 4:10 pm UTC. Lee Hutchinson In this video series, we ask iconic devs how they overcame their greatest challenges. Join the Ars Orbital Transmission mailing list to get weekly updates delivered to your inbox. "It was a machine-learning system on a hard drive using a Bayesian Neural Network to record [racing] lines and characteristics of how somebody drove a car," explains Dan Greenawalt, creative director of the Forza franchise at Turn 10 Studios, in our latest War Stories video. If you're one of the millions of people who've played a Forza racing game, you're probably aware of the games' AI opponents, called "Drivatars." Lee Hutchinson – Nov 20, 2018 4:05 pm UTC.

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