Archive for the 'Releases' Category

28
Jul
09

documentation

We now have the beginnings of a manual.  It’s bare bones at the moment, but please feel free to send me questions or requests for things to further document.

After way too much travel and administration, I’m finally able to switch over to summer research mode starting today and I seem to have managed to start by squashing the last bug I was aware of in the 0.2 release, so I’m posting everything.  Please feel free to send documentation and feature requests.

28
Jul
09

Version 0.2 released (alpha)

See the source code page.  Twig now has the beginnings of a manual.  To simplify the documentation process and generally make it easier for people other than me to extend the class hierarchy, the APIs for the Physics, TwigObject, and TwigGame classes have been refactored and rationalized.  Feedback is very welcome.

13
Apr
09

Verison 0.1 released

This version adds tables and chairs, automatic subgoaling using role-passing, an example client for the server, and a number of bug fixes.

The source code can be downloaded from here.

14
Nov
08

Version 0.0 released

The new source release is up.  See the new source link above.  This version is built on XNA 3.0. Thanks to Bill Manegold for selfless trailblazing on earlier versions.

11
Nov
08

XNA 3.0 port

I’ve compiled Twig under XNA 3.0 and fix the minor gotchas in the project files and it seems to work.  I’ll put a new cut of the source tree up tomorrow or Wednesday.  In the mean time, I’ve rebuilt the webcomic episodes using ClickOnce deployment, which requires somewhat more than one click for the user, but still prevents you from having to search out and install the various libraries that are needed.  The first time you try a comic episode, you’ll have to wait for it to download the redistributables for .NET 3.5 and XNA 3.0, but after that it will run fairly automatically without your having to manually open zip files, etc.  Let me know if you have any problems.

09
Nov
08

near-term release schedule

I’ve decided to beef up the internal AI somewhat by porting over some of the role passing work that my group and I did on the Cerebus robot.  That will let the characters do certain kinds of reactive planning and epistemic reasoning very very fast and essentially continually replan at frame rate.  Depending on the number of cycles I can get to do hacking, that ought to take a few days.  So I’m assuming it will take me three weeks.  So here’s the current release schedule:

  • Version -0.1
    Out now, depends on XNA 2.0
  • Version 0.0
    Out by November 15.  Port to XNA 3.0
  • Version 0.1
    Out by Thanksgiving.  Will include reactive planning for appetitive behaviors (basically, you’ll be able to say pick up X without first telling the character to walk over to X).  I’ll also put in some tweening that I haven’t bothered with in the past (right now, if you tell a character to grab an object, the hand and object snap together rather than the hand smoothly moving to the object).

After that, I’ll probably move to working on some simple social behaviors, but I don’t have a release schedule for those.

09
Nov
08

Source release

The good news is that I’ve made a source release that ought to be easy for other people to install.  The bad news is that it turns out that Microsoft deprecated the version of XNA that I’m using a week ago and you can’t download it anymore.  So I’m designating this version -0.1.  When I get back to Chicago, I’ll install VS 2008 and XNA 3.0, do the port (which in theory will be easy) and will release that as version 0.0.  Since I hope to have that version in a couple of days, I’m not going to bother putting the 2.0 version up on the web, but if you just drop me a note, I’m happy to send it to you.




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