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	<title>MatthewJack.net</title>
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	<link>http://www.matthewjack.net</link>
	<description>Contractor in Game AI and Software Development</description>
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		<title>Runtime-Compiled C++</title>
		<link>http://www.matthewjack.net/2011/06/27/runtime-compiled-c/</link>
		<comments>http://www.matthewjack.net/2011/06/27/runtime-compiled-c/#comments</comments>
		<pubDate>Mon, 27 Jun 2011 17:52:05 +0000</pubDate>
		<dc:creator>Matthew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.matthewjack.net/?p=255</guid>
		<description><![CDATA[Just back from the Game/AI Conference in Paris. I enjoyed this year even more than usual, thanks to all the familiar faces &#8211; and having the opportunity to show our Runtime-Compiled C++ project to the wider world. In our presentation, Doug Binks and I talk about the headaches AAA studios find down the line with [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-259" title="Runtime-Compiled C++" src="http://www.matthewjack.net/wp-content/uploads/2011/09/ForumShot2-300x225.png" alt="" width="300" height="225" />Just back from the <a href="http://gameaiconf.com/">Game/AI Conference</a> in Paris. I enjoyed this year even more than usual, thanks to all the familiar faces &#8211; and having the opportunity to show our Runtime-Compiled C++ project to the wider world.</p>
<p>In our presentation, Doug Binks and I talk about the headaches AAA studios find down the line with scripting languages. During the conference, it brought a smile to my face on several occasions to hear other speakers mention that they just used pure C++, or had dropped their scripting language, or in the case of one FPS developer, ask why on earth anyone would use one anyway? This may sound alien to you &#8211; hot-reloadable scripts seem like a no-brainer for the rapid iteration they allow. However, the bigger the project, the more headaches they seem to entail &#8211; the API maintenance, lack of good debugging tools on a multi-million line project, lack of multithreading support and the performance problems.</p>
<p>In the RCC++ project, we show how you can get that same hot-reloading functionality from pure C++. We don&#8217;t use any interpreter. An enabled project can compile as normal to a single DLL, but it watches it&#8217;s own source code, and as you make changes to it in Visual Studio, it recompiles itself a file at a time into tiny DLLs. By linking these in at runtime &#8211; and making use of serialisation &#8211; it can bring in your changes in just a few seconds. All the state of the running game can be preserved, while you bring in whole new features to your live C++ application.</p>
<p>We had a few more things to show. When you can make small rapid changes so easily, it&#8217;s important you don&#8217;t bring the house down with your first null pointer. In RCC++ we allow you to debug crashes in Visual Studio as normal &#8211; but then to catch them and carry on running. Your app keeps on running even if the game objects have to stop, until you fix the code &#8211; and it all sets off again.</p>
<p>As you play around with it, you start to realise all the simple tricks you can use this approach for. We show how you can create a C++ interactive console that lets you interact with your C++ objects &#8211; without having to add reflection code or a complex API. And how you might not need all those XML parsers or GUI tools any more, if you can just edit the source freely. As an independent developer without a tools department, these bang-for-buck solutions really appeal!</p>
<p>So there&#8217;s the summary. But if you&#8217;d like to hear more: check out the teaser video below, the <a href="http://runtimecompiledcplusplus.blogspot.com/">Runtime-Compiled C++</a> blog, or fetch the MIT-licensed <a href="https://github.com/RuntimeCompiledCPlusPlus/RuntimeCompiledCPlusPlus">source code</a> and play with it yourself.</p>
<p><iframe class="aligncenter" src="http://player.vimeo.com/video/26224634?title=0&amp;byline=0&amp;portrait=0" width="400" height="300" frameborder="0" webkitAllowFullScreen allowFullScreen></iframe>
<p><a href="http://vimeo.com/26224634">First Steps</a> from <a href="http://vimeo.com/runtimecompiledcplusplus">RuntimeCompiledC++</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
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		<title>Contracts, Collaborations, Conferences</title>
		<link>http://www.matthewjack.net/2011/05/25/contracts-collaborations-conferences/</link>
		<comments>http://www.matthewjack.net/2011/05/25/contracts-collaborations-conferences/#comments</comments>
		<pubDate>Wed, 25 May 2011 08:32:34 +0000</pubDate>
		<dc:creator>Matthew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.matthewjack.net/?p=240</guid>
		<description><![CDATA[2011 has been a busy year so far! I&#8217;ve been working on an AI contract for a French company &#8211; very interesting work, but still confidential for now &#8211; as well as a couple of projects of my own. I&#8217;ve also been to Australia and back, visiting old friends and collaborators. Currently I&#8217;m looking forward [...]]]></description>
			<content:encoded><![CDATA[<p>2011 has been a busy year so far! I&#8217;ve been working on an AI contract for a French company &#8211; very interesting work, but still confidential for now &#8211; as well as a couple of projects of my own. I&#8217;ve also been to Australia and back, visiting old friends and collaborators. Currently I&#8217;m looking forward to the Paris AI conference, where I&#8217;ll be presenting a new approach to fast iterative games development in pure C++.</p>
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		<title>Paris Conference Advisory Board</title>
		<link>http://www.matthewjack.net/2011/01/31/paris-conference-advisory-board/</link>
		<comments>http://www.matthewjack.net/2011/01/31/paris-conference-advisory-board/#comments</comments>
		<pubDate>Mon, 31 Jan 2011 07:26:31 +0000</pubDate>
		<dc:creator>Matthew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.matthewjack.net/?p=249</guid>
		<description><![CDATA[Christmas and the New Year have been an interesting time here, with discussion regarding contracts for most of 2011 and also re getting some extra help on-board, but everything&#8217;s now finalised &#8211; it&#8217;s great to have a whole year planned out! I&#8217;ve been asked to lend a hand with the Paris Games AI Conference, sitting [...]]]></description>
			<content:encoded><![CDATA[<p>Christmas and the New Year have been an interesting time here, with discussion regarding contracts for most of 2011 and also re getting some extra help on-board, but everything&#8217;s now finalised &#8211; it&#8217;s great to have a whole year planned out!</p>
<p>I&#8217;ve been asked to lend a hand with the <a href="http://gameaiconf.com/">Paris Games AI Conference</a>, sitting on the <a href="http://gameaiconf.com/about/people/">advisory board</a> and reviewing submissions. It&#8217;s been fascinating &#8211; so many good proposals and a reason to sit down and read a whole bunch of research papers.</p>
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		<title>Crytek Frankfurt</title>
		<link>http://www.matthewjack.net/2010/11/20/crytek-frankfurt/</link>
		<comments>http://www.matthewjack.net/2010/11/20/crytek-frankfurt/#comments</comments>
		<pubDate>Sat, 20 Nov 2010 07:09:03 +0000</pubDate>
		<dc:creator>Matthew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.matthewjack.net/?p=246</guid>
		<description><![CDATA[I&#8217;ve been asked over to lend a hand with the SDK team in Frankfurt. For the week, I&#8217;ve been leading three excellent programmers in updating the SDK codebase with some of the Crysis 2 AI systems, trimming down some older systems that were no longer needed and training on some of the systems that were [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been asked over to lend a hand with the SDK team in Frankfurt. For the week, I&#8217;ve been leading three excellent programmers in updating the SDK codebase with some of the Crysis 2 AI systems, trimming down some older systems that were no longer needed and training on some of the systems that were new to them.</p>
<p>It&#8217;s an exciting time to touch base with Frankfurt and a good opportunity to catch up with everyone, see how they&#8217;re faring and how development is going. </p>
<p>[This work saw the light of day with the 3.3 release of the CryEngine SDK]</p>
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		<title>Crytek UK</title>
		<link>http://www.matthewjack.net/2010/10/30/crytek-uk-2/</link>
		<comments>http://www.matthewjack.net/2010/10/30/crytek-uk-2/#comments</comments>
		<pubDate>Sat, 30 Oct 2010 13:07:55 +0000</pubDate>
		<dc:creator>Matthew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.matthewjack.net/?p=223</guid>
		<description><![CDATA[I&#8217;m back on-site with Crytek in Nottingham and continuing my work there. There&#8217;s a lot of excitement about upcoming Crysis 2, especially the multiplayer. As always, they&#8217;re working magic &#8211; this time its an innovative approach to memory fragmentation. Having been away for a while with Microsoft, its great to catch up with developments and [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m back on-site with Crytek in Nottingham and continuing my work there. There&#8217;s a lot of excitement about upcoming Crysis 2, especially the multiplayer. As always, they&#8217;re working magic &#8211; this time its an innovative approach to memory fragmentation. Having been away for a while with Microsoft, its great to catch up with developments and with the team.</p>
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		<title>Intel &#8211; An Overview of Code Coverage</title>
		<link>http://www.matthewjack.net/2010/10/24/intel-an-overview-of-code-coverage/</link>
		<comments>http://www.matthewjack.net/2010/10/24/intel-an-overview-of-code-coverage/#comments</comments>
		<pubDate>Sun, 24 Oct 2010 12:01:37 +0000</pubDate>
		<dc:creator>Matthew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.matthewjack.net/?p=216</guid>
		<description><![CDATA[I was recently asked by Intel&#8217;s Arti Gupta if I would write a couple of posts for the Intel Software Network site on my &#8220;Code Coverage for QA&#8221; system. Forming part of a series with authors of Games Programming Gems 8, I&#8217;ve written a condensed summary &#8220;Getting more out of QA with Code Coverage&#8221; which [...]]]></description>
			<content:encoded><![CDATA[<p>I was recently asked by Intel&#8217;s Arti Gupta if I would write a couple of posts for the Intel Software Network site on my &#8220;Code Coverage for QA&#8221; system. Forming part of a series with authors of Games Programming Gems 8, I&#8217;ve written a condensed summary  <a href="http://software.intel.com/en-us/blogs/2010/10/15/getting-more-out-of-qa-with-code-coverage/">&#8220;Getting more out of QA with Code Coverage&#8221;</a> which will bootstrap you in 2 minutes and answer the question: &#8220;What can CC4QA do for me?&#8221;</p>
<p>For an in-depth treatment and technical details you can read the original article <strong>“Code Coverage: Informing the QA Process”</strong> in Games Programming Gems 8 or watch a discussion with <strong>Alex Champandard</strong> in a masterclass video available at <a href="http://aigamedev.com/">AiGameDev.com</a>. You can also check out the C++ source for an example implementation <a href="http://code.google.com/p/mcover/">mcover</a>.</p>
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		<title>Collaboration in Switzerland</title>
		<link>http://www.matthewjack.net/2010/10/17/collaboration-in-switzerland/</link>
		<comments>http://www.matthewjack.net/2010/10/17/collaboration-in-switzerland/#comments</comments>
		<pubDate>Sun, 17 Oct 2010 06:49:17 +0000</pubDate>
		<dc:creator>Matthew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.matthewjack.net/?p=227</guid>
		<description><![CDATA[After completing my contract with Microsoft I headed straight over to Luzern to put some serious work into a new joint project. Doug Binks and I have been looking into a new way to structure your games development that we think will be of interest to anyone who has worked on a major product in [...]]]></description>
			<content:encoded><![CDATA[<p>After completing my contract with Microsoft I headed straight over to Luzern to put some serious work into a new joint project. Doug Binks and I have been looking into a new way to structure your games development that we think will be of interest to anyone who has worked on a major product in C++. We spent a week proving the core concept and laying the foundation of an open source codebase for demos to come &#8211; hopefully around the middle of next year. Doug was R&#038;D Manager on Crysis and now works for Intel, but this pet project is on our own time.</p>
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		<title>Microsoft &#8211; Xbox Live Studios</title>
		<link>http://www.matthewjack.net/2010/10/09/microsoft-xbox-live-studios/</link>
		<comments>http://www.matthewjack.net/2010/10/09/microsoft-xbox-live-studios/#comments</comments>
		<pubDate>Sat, 09 Oct 2010 09:32:17 +0000</pubDate>
		<dc:creator>Matthew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.matthewjack.net/?p=175</guid>
		<description><![CDATA[If I&#8217;ve been quiet recently it&#8217;s because I&#8217;ve been busy! For the last few months I was based in London for a short full-time contract with Microsoft, in their Xbox Live studios in Soho. This little studio in the heart of London is best known for its live-streaming and video-on-demand applications running on your Xbox [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-187" title="Xbox Live Studios Soho" src="http://www.matthewjack.net/wp-content/uploads/2010/10/xboxlivesoho-300x152.png" alt="Xbox Live Studios Soho" width="300" height="152" /></p>
<p>If I&#8217;ve been quiet recently it&#8217;s because I&#8217;ve been busy! For the last few months I was based in London for a short full-time contract with Microsoft, in their <a href="http://www.xboxlivestudios.com/">Xbox Live studios in Soho</a>.</p>
<p>This little studio in the heart of London is best known for its live-streaming and video-on-demand applications running on your Xbox console, produced with content partners such as BSkyB and Canal+</p>
<p>I began by bootstrapping a new video application for the French market &#8211; <a href="http://www.networkworld.com/news/2010/100710-french-pay-tv-service-canal-to.html">recently announced</a> by Steve Ballmer.</p>
<p>As that team ramped up I moved onto the <a href="http://skyplayer.sky.com/watch/xbox360/">Sky Player</a> team, working on some really key features. The app has received quite a bit of coverage such as <a href="http://www.techradar.com/news/gaming/sky-player-on-xbox-360-to-get-kinect-support-719528">here</a> and <a href="http://topnews.co.uk/213801-sky-player-xbox-360-support-kinect">here</a> and I&#8217;m looking forward to posting more on this soon.</p>
<p>It&#8217;s been a really great experience working with this highly professional team. Some of the highlights included:</p>
<ul>
<li>experience with Kinect</li>
<li>rigorous use of unit testing</li>
<li>networking and web services</li>
<li>using Lua in anger, in a sophisticated application framework</li>
</ul>
<p>&#8230;as well as coordinating with the development teams in Redmond and getting some valuable insight into <em>how the big boys ship products</em>. Plus they were a real pleasure to work with!</p>
<p>As it happens, I&#8217;m not the only person from the AI community the studio has attracted &#8211; Gwaredd Mountain recently joined, presenter of the fascinating talk &#8220;Psychology Profiling in Silent Hill: Shattered Memories&#8221; at the <a href="http://gameaiconf.com/">Paris AI conference</a>.</p>
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		<title>Consulting for Xaviant LLC, Atlanta</title>
		<link>http://www.matthewjack.net/2010/07/22/consulting-for-xaviant-llc-atlanta/</link>
		<comments>http://www.matthewjack.net/2010/07/22/consulting-for-xaviant-llc-atlanta/#comments</comments>
		<pubDate>Thu, 22 Jul 2010 07:39:59 +0000</pubDate>
		<dc:creator>Matthew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.matthewjack.net/?p=162</guid>
		<description><![CDATA[In the last couple of months I&#8217;ve been doing some evening consulting work for Xaviant, on the AI for their upcoming title &#8220;Lichdom&#8221;. Built on CryEngine 3, the game is an RPG focused on magical abilities. Without giving too much away, I can say that they are paying particular attention to the AI and looking [...]]]></description>
			<content:encoded><![CDATA[<p>In the last couple of months I&#8217;ve been doing some evening consulting work for Xaviant, on the AI for their upcoming title &#8220;Lichdom&#8221;. Built on CryEngine 3, the game is an RPG focused on magical abilities. Without giving too much away, I can say that they are paying particular attention to the AI and looking to push it forward in a couple of areas that are new for CryEngine. I&#8217;m helping them with the details of the AI system&#8217;s implementation and how best to extend it for their needs &#8211; as well as discussing AI more generally. In fact I&#8217;ve done some prototyping in related areas in the past, but never had a game design carry them through &#8211; so it&#8217;s going to be very interesting helping them get there. They&#8217;re an experienced team who are a pleasure to work with, and having had a sneak peek, I&#8217;m really looking forward to seeing &#8220;Lichdom&#8221; develop.<br />
<a href="http://www.xaviant.com/"><img src="http://www.matthewjack.net/wp-content/uploads/2010/07/TempLichdom-300x145.jpg" alt="Lichdom logo" title="Lichdom" width="300" height="145" class="alignright size-medium wp-image-163" /></a></p>
<p>Here&#8217;s a little info on their game.</p>
<p>LICHDOM HIGH LEVEL OUTLINE<br />
You play as &#8220;Roth&#8221;, the most powerful mage ever to exist, armed with untold magic abilities the world has never witnessed before. Returning to kingship once again after 1300 years, Roth must choose between ruling with perfect order in the light or plunging the world into darkness through destructive chaos.</p>
<p>CORE GAMEPLAY<br />
Redefining what it means to be a single-character story driven RPG, Lichdom will feature fresh new ideas in a genre steeped in tradition. The use of magic is the one and only weapon while empowering the player to feel as if they are controlling the greatest mage who has ever existed. Make a choice to utilize that power by following a path of corrupted destruction where no one is safe and the world will tremble before Roth&#8217;s feet &#8211; or &#8211; skillfully plan your attack to root out the unjust while preserving the innocent, as the world bows to Roth&#8217;s righteous kingship.</p>
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		<title>Character Animation Workshop with Ken Perlin and Bruce Blumberg</title>
		<link>http://www.matthewjack.net/2010/06/23/character-animation-workshop-with-ken-perlin-and-bruce-blumberg/</link>
		<comments>http://www.matthewjack.net/2010/06/23/character-animation-workshop-with-ken-perlin-and-bruce-blumberg/#comments</comments>
		<pubDate>Wed, 23 Jun 2010 16:43:15 +0000</pubDate>
		<dc:creator>Matthew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.matthewjack.net/?p=159</guid>
		<description><![CDATA[Yesterday I took part in the Character Animation workshop organized by www.AIGamedev.com in Paris. The overall thrust was in recognising the key areas on which to focus in different contexts and the different techniques which could be brought to bear. I think the most beautiful example for me was discussion of a special case of [...]]]></description>
			<content:encoded><![CDATA[<p>Yesterday I took part in the Character Animation workshop organized by www.AIGamedev.com in Paris. The overall thrust was in recognising the key areas on which to focus in different contexts and the different techniques which could be brought to bear. </p>
<p>I think the most beautiful example for me was discussion of a special case of crowd simulation: in a cinematic from Assassin&#8217;s Creed, a group of some hundreds of cardinals part for the assassin, stepping back to make way. We discussed the problem and found a relatively simple approach based on a network of springs and compressible spheres, with a simple stepping animation. However, as we watched the video again, someone pointed out that the most striking thing in the scene was the dipping of cardinals&#8217; very broad hats &#8211; animate the hats correctly and no-one would notice the rest. We laughed &#8211; but it was true.</p>
<p>This anecdote isn&#8217;t far from the one of the core messages in the workshop: our goals in the realism of games are loftier and loftier, increasingly reaching to emotionally involve the player through real believability &#8211; but the keys to achieving this &#8211; eye, head and shoulder positioning, timing &#8211; depend on context, but are usually quite simple. And usually overlooked.</p>
<p>Ken and Bruce offered contrasting approaches to animation techniques &#8211; Bruce broadly conventional, Ken doing everything from the ground up with relatively simple procedural techniques &#8211; but both focussed on supporting acute observations on what people notice. By the by, they will both tell you: for a free masterclass on that, just watch the latest Disney or Pixar.</p>
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