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Eric Dybsand

Eric Dybsand ([email protected]) has consulted on an extensive list of computer games, including designing and developing the AI for Full Spectrum Command, a tactical command simulator used by the US Army. And he has designed strategic AI for MOO3, AI for Racing, Baseball and Wrestling games, he developed the AI opponents for the RTS game ENEMY NATIONS, and for the FPS games REBEL MOON REVOLUTION and the WAR IN HEAVEN, and a number of turn-based wargames. Eric has been involved
with computer game AI since 1987, doing game design, programming and testing, and is a contributing author on AI to the Game Programming Gems and AI Wisdom series.


Features by Eric Dybsand:
AI Middleware: Getting Into Character, Part 5: Conclusion [07.25.03]
AI Middleware: Getting Into Character, Part 4: Simbionic [07.24.03]
AI Middleware: Getting Into Character, Part 3: RenderWare AI [07.23.03]
AI Middleware: Getting Into Character, Part 2: DirectIA [07.22.03]
AI Middleware: Getting Into Character, Part 1: AI Implant [07.21.03]
Game Developers Conference 2001: An AI Perspective Eric Dybsand [04.23.01]