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Navigation in Insomniac Engine
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SKU GDC11-12243
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Description
Navigation in Insomniac Engine
SPEAKER/S: Reddy Sambavaram (Insomniac Games Inc)
DAY / TIME / LOCATION: Thursday 9:00-10:00 Room 3020, West Hall 3rd Fl.
TRACK / FORMAT: Programming , Game Design / Lecture
DESCRIPTION: Navigation of the level is increasingly becoming one of the necessary components for an immersive and fun AI. This talk tracks the evolution of Navigation at Insomniac by sharing our approach, implementation and experience. Among other things, the talk focuses on how we turned a navigation job in SPU shaders and ran it full frame deferred in our game. One of the key problems a nav mesh approach has is how to introduce custom (non-mesh) link semantics into the problem domain. We present our custom-links approach, with in game examples (e.g. jumps), and explain how it naturally blends into the nav mesh problem domain. We also present our approach to another vexing problem of how to allow a designer to custom tweak the nav mesh while still using an auto-generation tool. Finally, we end with sharing notes on our approach to dynamic nav mesh generation at run time.
TAKEAWAY: Presentation shares how Insomniac's AI navigation works and how the computation is off-loaded to run full frame deferred on SPU. Talk will share the tips and tricks we used to address specific issues we encountered on our titles. It also presents our custom links approach which blends itself really well into the nav mesh representation of the level. Talk shares how to preserve designer nav mesh customization while still auto generating it.
INTENDED AUDIENCE: Programmers are the primary intended audience but the talk shares details also relevant to a game designer. Anyone working on or with a navigation system are the intended beneficiaries who will share our implementation details and experience. Bit of familiarity with the topic of navigation would be nice but not required.

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