In the spring of 2014, I was in Physical Chemistry in college. The professor who taught the class gave a lecture on cellular automata, for some unknown reason.
At the same time, I was reading Michael Crichton’s novel Prey, which examines agent-based computing and complexity, among other things.
Near the same time, I read about Bethesda’s “demonstrations” of Radiant AI for Oblivion.
With all of this…I was hooked. I was enamored. The concept of complexity, of emergence, of gestalt systems, of ultimately independent (agent-based) interaction grabbed ahold of me…and started gnawing away.
That spring I graduated, and moved on to a very boring job doing QA for an abrasives company. Between the “tedium” of the job and the newfound freedom outside of working hours (rather than constantly focusing on school), my mind was free to wander. And I kept getting pulled back to the topic which captured my attention…
Eventually I came up with my idea: real video game AI. Not Bethesda AI (which is some of the best in terms of agents, but is still incomplete), but actual agents that react to their environment and act on their environment…and each other.
I honestly could not say how I learned about Unity at the time. However, after I learned of it, it was really the only option–at the time, both Unreal and CryEngine required some type of payment. So I came here.
Today I’m working for that same professor, on cellular automata. And I’m still plugging away slowly at my idea. I don’t have too much to show for it yet (I mentioned a little in the previous weekly topic), but I can honestly say that I wouldn’t have gotten anywhere with it were it not for Unity–from the free software, to the incredibly valuable asset store, to the aid of the community here.