Something I was working on at Ubisoft Montreal for a spell.
Rainbow Six 6 Siege gameplay on mobile – Android and iOS. Features multiplayer destruction combat.
Sign up here: https://www.ubisoft.com/en-us/game/rainbow-six/mobile
Trailer:
Something I was working on at Ubisoft Montreal for a spell.
Rainbow Six 6 Siege gameplay on mobile – Android and iOS. Features multiplayer destruction combat.
Sign up here: https://www.ubisoft.com/en-us/game/rainbow-six/mobile
Trailer:
As of November 2021 I left Ubisoft Montreal (again!)
I’m now working with Respawn Games at Electronic Arts on an exciting new game! It’s a Star Wars FPS, and I never imagined such an incredible opportunity to work on something I’ve been a fan of for such a long time. I can’t wait for people to see what we have, and even play it myself.
As of November 2017, I’ve left Rockstar San Diego and I now work at Ubisoft Montreal again. I’m currently a Network Programmer on For Honor!
It’s been a long couple of years and I haven’t been as active on the blog or website as I would like to be. Perhaps that will change soon. I would like to return to reviewing recently played games, including board games, and doing some programming on the side.
We will see.
For Marist Artificial Intelligence, my buddy Phil and I had to make a Chess AI. The professor hosted a server that would manage teams and a 2D display of games. AIs had to manage gamestates and submit moves to the server, as well as receive new moves when it wasn’t the AI’s turn. The server managed whether moves were valid or not and would update the 2D display when the AIs submitted their turn. After several weeks of development, all the teams competed their AIs against each other.
And we won!
Read on to learn about our AI.
For my Operating Systems class, I was tasked with making an Operating System simulation using basic OS architecture and 6502 operations.
Using TypeScript, I implemented a CPU, CPU scheduler with 3 scheduling methods, memory manager for RAM, kernel interrupt and ready/resident queue, hard drive and hard drive driver with swap virtual memory. I also added neat features like achievements, boot video, step mode, and tons of little special commands.
It was one of my favorite projects of all time in my education. It was a lot of fun to implement new achievements into something like an Operating System and the design for ready queues/CPU scheduling was really interesting. I also found a new language to love. TypeScript is a JavaScript transpiler that gives type checking and more to JS, made by none other than Microsoft. I’m a strict type kind of guy, and it has been my biggest pet peeve of JS for a long time. TypeScript was a god send, and will be what I use whenever I have to write JS now. Combined with native debugging in Visual Studio, it can be extremely powerful and helpful. It makes Object Orientated programming in JS to be a breeze.
There are a bunch of built in programs to ctOS you can find in the sidebar, but feel free to make your own. There was discussion on how it would easily be possible to read/write executable programs to the hard drive, and with a few more op codes, you could have the simplified 6502 CPU do some pretty legit algorithms like merge sort and stuff. Its a fun Operating System.
Feel free to check it out here:
http://anthonyb28.github.io/ctOS/
Source & Readme:
http://github.com/anthonyb28/ctOS/
Rubiks Cubes! I cant solve them to completetion for the life of me. But now I can just solve them using an AI.
But before jumping into heuristics, A* algorithms, and all kinds of solving. First, let us consider a random Rubiks Cube itself. Is the cube actually solveable in the first place? Can we go from the random state pictured above to a solved cube?
The answer is no. The Rubiks Cube parity has been altered!
Checkout these two great talks from Ubisoft @ CppCon 2014 featuring multicore C++11 development and how C++ is used to develop AAA games at Ubisoft. I briefly met Nicolas Fleury and learned many tips from blurbs he’s written about good C++ practices and such. He’s very talented.
Interesting network talk about Halo Reach’s network design, Bungie’s most recent game before Destiny, by David Aldridge. You can view it here, and I break down the bullet points in the blog post below.
Hey everyone! I’ve been super busy with some awesome career developments. In the meantime, I have a really cool Unity programming book I will be reviewing sometime this weekend.
Here’s a quick preview of the book to wet your appetite!
Here is about 1-2 hours of reading that is a smorgasbord of amazing behind-the-scenes for the design of Crash Bandicoot.
There is something here for everyone. Whether you’re into design, art, management, programming, or just want to hear about what its like going up against Miyamoto head-to-head and having him play your game at E3.
Hilarity ensues throughout the entire thing.
As a programmer, you may be particularly privy to Andy’s custom LISP language GOOL (and GOAL used for Jak/Daxter) at Part 9. If you’re not into technical stuff like how these guys helped pioneer the first ever genre of 3D adventure games and their technical limitations, you might want to avoid most of the stuff in the first 3 parts but even artists should pay attention.