Архитектура ботов Quake 3 Arena (1999)
I'm trying to figure out how the bots in Quake 3 are designed, architecturally. The video was difficult to make, as the architecture is quite complex, and figuring it out was quite a challenge. I was also let down by the technical aspects, but the main thing is that I finally managed to finish it. I hope you enjoy it and find it interesting. Come chat about this and that on Twitch / votetopovorot_play Subscribe to the channel, there's a lot more to come, if I don't die.

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Quake 3 Bots: Personalities and Preferences

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The Architecture of PODBot in Counter-Strike (2000)

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Тут был мультиплеер?

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WAR ADVENTURES IN THE EMERALD CITY

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UT 2004 Duel League Phantom (reserve) vs tt

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Water in PS3/XBOX360 Games: Between Spectacularity and Realism

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we need a QUAKE III remaster.

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How Speedrunners Broke GTA Vice City To Beat It In 8 Minutes

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Эх сейчас бы в Quake 1....

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SADISTIC GAME: How NFS Underground's AI Got on Our Nerves

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Как работает пререндер

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THE PERFECT SHOOTER YOU MISSED

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How enemies are designed in Half-Life (1998)

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First games with Shader support

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Russian Fallout from Goblin | Dungeon Cleaners

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THESE BOTS CAN'T BE DEFEATEN! WHERE ARE THE STRONGEST BOTS IN COUNTERWAR?

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The MYSTERY of the cancelled Popeye game on Sega Genesis has been REVEALED!

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The Forgotten Lore of Quake 3’s Characters

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How I Beat Starcraft 2's IMPOSSIBLE Mission After Fourteen Years

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