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In Material Master, in which tab you will find the Loading Group?

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You're in charge of implementing a stealth game similar to Thief: The Dark Project, and you need guards in your game that have imperfect vision and hearing and inhabit dimly-lit castles, and they can search the area for the player if they think there's an intruder around. How do you model the sensory systems of these guards, and how do you aggregate auditory, visual, and other kinds of stimuli in this system? How do you implement the various alert states for the guards, and why?

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A train can travel 50% faster than a car. Both start from point A at the same time and reach point B 75 kms away from A at the same time. On the way, however, the train lost about 12.5 minutes while stopping at the stations. The speed of the car is

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Using the example of the Thief-like AI system in the previous section, how do you implement the 'search for player' behavior for the guards, and get them to search an area in a believable fashion? How do you make sure this searching behavior isn't too challenging for players, and ensure that it's usually possible for the player to escape the search if he plays the game well?

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You're developing a boss encounter in a 3D platformer game, and the boss has 15 different attacks. The game designers have asked you to make sure that the player sees as many of those 15 attacks as possible during the encounter, and that he seldom or never sees the same attack twice in a row. What are some ways you can do this? What does the attack selection algorithm look like in this case? Keep in mind that not all attacks are possible all the time -- for example, the boss has a melee attack that he can only do when the player is very close, and a bombardment attack he can only do when the player is far away.

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