Programming & Scripting

Example scenes pertaining to a set of related RIDE API capabilities. 

Overview

Explore a scene to learn more about the API.

Results

Agent Behaviours

Demonstrates a code-driven set of general and custom agent behaviors for a unit.

Agent Commands

Command agents with basic real-time strategy (RTS) control type input. Displays a selector marquee in a specified color, with selected agents displaying a circular icon at their base.

Combat

Define the unit spawn parameters of opposing Blue and Red agents. Autonomous behaviors enable each side to navigate obstacles and engage via line-of-sight in order to reach a waypoint.

Dynamic Spawn

Spawn individual agents or squads, and then commandeer any single unit with full first-person fire/movement controls.

Headless Mode

If the CommandLineParser.cs script is in the scene, and you create a build of the scene, then you can process all the ScenarioParameters and run your simulation with or without graphics.

Image Generation Comparison

Demonstrates cloud-based text-to-image generative AI, comparing OpenAI DALL-E against Stability AI Stable Diffusion.

Line of Sight

Demonstrates terrain map line-of-sight (LOS) system for BLUEFOR, OPFOR and CIV agents. 

Logging

Use the RIDE API to implement your own logging.

MSELI

Master scenario events list injection (MSELI) allows you to create arbitrary events in the simulation and provide them with execution orders and conditions for their execution during the scenario.

OAuth

This example demonstrates how to use Google and Facebook OAuth authentication systems within RIDE.

Razish Tour

This example scene shows how to create an interactive tour around a terrain using scenario events and custom AI behaviors.

REST Services

Demonstrates how to host a RESTful service in RIDE so that it can be accessed via an HTTP request from a web browser.

State Machine

Basic Agent state machine that can be modified as needed for simulations.

Team Match

Red vs Blue networked competitive multiplayer on various terrain maps with dismounted or vehicular units.

Terrain Destruction

Apply explosive ordnance of user-set intensity and size at any location on a terrain map. Deformation of the surface geometry may change depending on the material/structure classification at that point.

Terrain Loading

Examine available terrain maps in TILE or LMAB formats, selecting between different LOD settings.

Time Simulation

Demonstrates how to control simulation time speed and unit movement speed.

Unit Data

Save agents and/or groups for later retrieval, allowing them to be loaded into the scene via custom menus.

Vehicles Input

Navigate terrain maps with “drivable” vehicles through basic keyboard or gamepad input. Cycle multiple camera angles in and around the vehicle for observation of variables in the environment that affect physics of the vehicles. An overlay displays vehicle motion statistics in real-time.

VGL Stress Test

Configure a scalability test with generic in-game agents in real-time and record performance data locally and in the cloud for later analysis.