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AsyncCharacterX

04/02/08 - 18:00 PST - Posted by Mike Acton, Engine Director

One of the things I've been most excited about lately here at Insomniac is our push to move higher-level gameplay code on to the SPUs - and have this be done by our gameplay programmers - AND make sure they get an understanding of the SPUs (and data design) in the process without giving up the "power" of the processor through crazy abstractions.

Daniel Gonzalez shared his first experience with re-writing some legacy-style character AI as a set of SPU shaders for our AsyncMobyUpdate system. At the end of it all, the coolest thing was Daniel said that he was suprised when ultimately everything was actually a lot easier!

Shaun McCabe (Lead Single-Player Gameplay Programmer on Resistance 2) describes Daniel Gonzalez as "a gameplay programmer working on features for Resistance 2. His previous experience includes S2 Games and Streamline Studios. In his free time, Daniel enjoys searching for metal so dark that light can't escape."

Note: You'll notice that we call the character Daniel worked on "Character X (or Y)" throughout these slides. We don't actually call them "Character X" - we just don't want to spoil the surprise in Resistance 2. You'll have to wait and see! :)

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