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www.nooparmygames.com

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A company specialized in the development of tools and technologies for game development


Our journey began in 2011, and since then, we have been passionately working on numerous projects for clients of all sizes. As sub-contractors of MuchDifferent, we developed middleware technology for the Unity Game Engine and created distributed real-time software for a wide range of games, from MMOs to smaller multiplayer experiences. Our portfolio boasts a diverse array of accomplishments.

At NoOpArmy, the team offers a comprehensive range of services to bring your game ideas to life and ensure they thrive. Whether you need help developing prototypes, resolving technical and performance issues, or implementing multiplayer functionality, the team has got you covered. Their expertise extends to assisting you in planning for multiplayer features right from the initial stages of your game development. Furthermore, they can provide expert guidance in selecting the most suitable technologies to optimize and enhance your games.

  • Unreal and Unity game development
  • prototyping
  • distributed server development
  • custom plugins for MMO and multiplayer games
  • as well as AI packages

The company also works on Wise Feline Utility AI for Unity. Wise Feline is a utility AI and influence maps system which allows you to make immersive AI with ease. It works great for agents in complex situations and has a great visual debugger.

 

Utility AI is easier to manage than state machines and behavior trees and you can make your characters, environments and even cameras behave in a more natural and less dry/scripted manner.

Behavior trees are more managable than FSMs (Finite state machines) but they can become easily very complex too and when they have to handle complex behaviors, the trees become almost impossible to read and understand. They also depend on the order of nodes which makes them even harder to understand and modify.

Finite state machines, while being the oldest approach used have their own drawbacks too. You need to explicitly create all state transitions and you have to anticipate all things which can happen. Their complexity can easily go out of hand too.

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