Posted Apr 28, 2008 at 06:08PM by Abraham A. Listed in: Homebrew Games Tags: artificial intelligence, Tron, titch.ryan
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Light Cycle Clone version 2 - Image 1After finishing work on Sony PlayStation Portable homebrew games Balloon Pop Challenge and Battle Monsters card game, developer titch.ryan is back. The dev just released Light Cycle Clone version 2, a game based on Tron. Learn more information about the homebrew game over at the full article.

Download: Life Cycle Clone v2
Visit: QJ PSP Development Forums

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Posted Dec 09, 2007 at 01:08AM by Ryan A. Listed in: Rumors, Scans Tags: Sony, artificial intelligence, AIBO, PlayStation Network, Playstation Home
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AIBO lives as Sony AIBO PS and fully compatible with PS3, PSP? - Image 1Stuff Magazine is currently running a rumor stating that the much-loved Artificial Intelligence roBOt or AIBO is being resurrected by Sony and is making it compatible with the PlayStation 3 and PlayStation Portable.

t was also mentioned that the domesticated robot dog will interact in the virtual environment much like it used to do in the real world. More details and the magazine scan after the jump!

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Posted Dec 06, 2007 at 05:10PM by Ceasar S. Listed in: Homebrew Applications, PSP Slim & Lite Tags: Sony, artificial intelligence, ccpspita
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MyPSP Robotics v4.4 with MyEye OpenCV Library - Image 1MyPSP Robotics version 4.4 is the latest software update to homebrew developer ccpspita's PSP robot project, and this time it's using open source code to allow the robot to "see" the world through it's own eyes. Probably the most advanced and robust homebrew application yet, MyPSP Robotics version 4.4 now allows for almost complete interactivity between two Sony PlayStation Portables - one as a controller and the other as the robot. And there's still no need for 1.5 kernel support.


Download: MyPSP Robotics v4.4 package with MyEye OpenCV library

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Posted Dec 03, 2007 at 09:24PM by Ceasar S. Listed in: Homebrew Applications, Wi-Fi Tags: GPS, Sony, artificial intelligence, prototype, ccpspita
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MyPSP Robotics v4.3.0 - turning Sony's handheld into semi-autonomous robots - Image 1Ambition begins with a little inspiration, and MyPSP Robotics may be one such project with high expectations. Sony's PlayStation Portable is known for its processing power, and its compact profile allows it to have more uses than a simple all-in-one entertainment device.

And being a GPS device, portable TV, and movie player is nothing next to being a plausible platform for, say, a semi-autonomous robot.



Download: MyPSP Robotics v4.3.0 package

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Posted Sep 28, 2007 at 05:15PM by Ryan C. Listed in: Homebrew Games Tags: artificial intelligence, archilolo
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Archipong Alpha v0.5 - Image 1 Archipong Alpha v0.5 - Image 2 


Good news, PSP homebrew fans! Developer archilolo has recently churned out a feature-packed update of his quirky take of the Pong game, namely Archipong Alpha v.05. With wacky paddles and even wackier pong balls, as well as a very artistic background that's easy on the eyes - what's not to like? Let's get to the changelog and see what's new with this version!

Do note that the original release thread is in French, so we ran the changelog through an online translating doohickey (thanks Google!). What came out is this:

Version 0.5
  • Update which makes the play (finally) interesting… even when one only plays!
  • Addition of an artificial intelligence. That makes it possible to have three levels of difficulty. The “easy” level is… very easy (but I have a 4 year old niece who will be glad to gain). For the difficult level, on the other hand, it is hotter.
  • Addition of a mode of play: the score. Opposite you, a racket which renvoit all. The goal? To hold the most exchanges possible!
  • New finely, more ergonomic (fortunately!) that the old one.
Download: Archipong Alpha v0.5

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Posted Jul 27, 2007 at 09:14PM by Ceasar S. Listed in: News, Games, Syphon Filter: Logan's Shadow Tags: SCEA, artificial intelligence, Havok
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The water doesn't look so bad this time around - Image 1 


Over at the PlayStation blogs, Chris Reese, technical director of SCEA Bend Studio, announced that Syphon Filter: Logan's Shadow is using all of the 333 MHz power of the PSP processor. Picking up from Syphon Filter: Dark Mirror, Logan's Shadow is also about visuals, says Reese, and so they pushed further with detail, producing effects such as realistic water rendering in gameplay.

Additionally, they've introduced Havok physics and more interactivity with elements in-game, while giving allowance to faster artificial intelligence (AI) response time. Logan's Shadow is being touted by the developers as a step up from Dark Mirror, and the expanded processing limit has allowed them to meet that claim with tangible evidence.

"I can't wait until you see for yourself the difference that 333MHz makes when you get your hands on Logan's Shadow this fall," blogged Chris Reese, and we couldn't have said it better ourselves. More on Syphon Filter: Logan's Shadow as they drop in.

A well-deserved shout out goes to themm for the big tip. We owe 'ya one!

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Posted Mar 07, 2007 at 01:20PM by Kristine C. Listed in: News, Games, Pocket Pool Tags: Eidos Interactive, artificial intelligence, Conspiracy Entertainment, ESRB
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Pocket Pool for the PSP - Image 1Whether you're a seasoned pool shark, or someone who's just starting to learn the game, Eidos Interactive's and Conspiracy Entertainment's new pool video game may be one that you'd want to add to your game library, even if it's just for the novelty. Pocket Pool for the PSP is a billiards simulation game which has taken the path of least resistance, and gone on into naughty-ville.

Featuring 13 types of billiard games, real world physics, and advanced artificial intelligence (A.I.), Eidos Interactive executive VP for sales and marketing Robert Lindsey notes that the title is "a game that can stand alone as a realistic billiard simulator", but that if you add in some sexiness into the whole equation, it becomes "a true gaming treat". Amen to that, especially with the Dream Vixens which the cover boasts of, as well as the "unlockable videos and picture galleries sizzling with enough steam to fog up the screen on any PSP system" which the Eidos press release promises to those who end up taking this pool game home.

In any case, the title is bound to hit U.S. retail stores by April 18, and for those parents who may be reading this, please note that the game has been granted an M rating by the ESRB, mainly for "Partial Nudity, Sexual Themes". So no, little Billy cannot have this game for his 11th birthday, 'kay?

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Posted Dec 26, 2006 at 06:27PM by Rio S. Listed in: Interviews, MLB 07 The Show Tags: Sony, artificial intelligence, PS2, Baseball
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it's out of here!SportsGamer.com had a chance to interview Jody Kelsey, producer for Sony's MLB Franchise. He talks about the improvements and basically what players can expect from this new installment.

They have made improvements in just about every aspect of the game since they had something better to work with - the PS3's processing power and larger memory. Graphics, animation, gameplay, and artificial intelligence were among the things that were improved.

Players would have the option of being "always online". They can access live data like scores of their fave teams, items, IM, Buddy invites, and game challenges. According to Mr. Kelsey, their "biggest feature this year, by far, is the Online League system". Online play is the front runner of this game, they are even working on a feature that involves the system sending text messages to the player. Players can enjoy head-to-head exhibition games and scheduled league games.

Click Full Article to find out what else to expect from the game.

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Posted May 30, 2006 at 07:46PM by Ian S. Listed in: Homebrew Development, How-To Tags: artificial intelligence
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AIVaza at the PSP-Programming.com forums has put together a nice little tutorial on putting artificial intelligence in your games. He designed the A.I. for the highly anticipated homebrew game, Sonic Battle Arena. This will be very helpful, because in our forums tons of people ask about making enemies in their games.

The tutorial gets you started using logical paths to make enemy reactions, but doesn't use specific code. Be sure you know the basics of the language you're using before you get into it. His next tutorial will provide information on giving individual characters different personalities and reactions. Experienced devs and beginners alike will find value in this, so check it out!

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