Orbus Gameworks

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Q3: Nigh-Complete Playback

Apr 21, 07:46 AM

Yesterday we got Quake III to record movement data of bots and players. We also got .Net 3.0 + WPF up and running, and Craig played around with that framework for a while, coming up with a much nicer looking version of the Java thingie I posted yesterday, also with movement data.

In brief: the arrows are color-coded by bot. The transparent arrows show movement, and they appear at the location in the level where the bot is standing. Those arrows are facing the direction the bot is facing. When those arrows become solid, it means the bot is shooting. When there’s a death, we draw a big X in the color of the bot that died, and do the thing where we draw an arrow from the shooter to the killer.

This visualization is cool because you can actually see the circle-strafing and other tactics as they happen. It’s also a lot smoother looking than my app.

I took a video of the game being played on q3dm6, and uploaded it as a Flash video you can see here.

And in case you were wondering, the reason that everything, including the big X, is made of arrows, is because we only know how to draw arrows in WPF right now :P

— DariusKazemi

Comments

  1. This is exceptionally cool! It reminds me of the software toys and experiments Chaim Gingold presented at GDCs '04 and '05 which were precursors to work that made it into Spore.

    Those who collect data are ahead of those who don't.

    Those who visualize that data so they can use it are lightyears ahead of those who simply collect data..

    — Bill · Apr 24, 09:14 AM · #

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