Mon

Oct 10
2005

Tim O'Reilly

Tim O'Reilly

Using Half Life 2 in Academia

On the O'Reilly editors list, Brian Jepson pointed to a Microsoft Research podcast on using Half Life 2 for unexpected purposes. The talk description:
 

"Valve Software, makers of the wildly popular Half-Life series of video games, will present an overview of the Source engine used in the development of Half-Life 2 and explain how you can use this engine within your classroom experience to teach video game development concepts. The talk includes a brief history of the mod scene and how it grew during Half-Life's lifetime, a tour and explanation of the primary technical features and tools Valve developed for Half-Life, and an overview of academic licensing for Half-Life 2 and Visual C++."
Brian wrote:
There's some really cool stuff in here on using the Half-Life 2 Source engine to create simulations.

When someone asks (at 11:41) about visualization for life sciences, I love the answer "the difference between a gun and a gene is just the number of polygons and the intention." That belongs on a t-shirt.


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Comments: 2

  analogAI [10.10.05 11:03 AM]

For visualization of life sciences without jumping staight into the C++ realm, you can possibly try Processing (processing.org) I find the performance slow for VERY large datasets, otherwise it's very easy using Java-like or just straight Java syntax. Currently 0092 beta is very functional and I'm already finding interesting patterns through the plots i've made of my life sci data.

analogAI @ BIIB

  Frank [10.10.05 01:27 PM]

People have used open-source game engines for AI research. Check out the Quagent project that uses Quake2.

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