Yael Atletl I am a Computer Science student from Mexico. During my studies I have worked as a game developer for Moonwards and creating addons for the Godot game engine.

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Publications

Robot control through multiagent colaboration.

Authors:
Bueno Rojas Y.A.,
Negreros S.

We present a method to control motions and pathing for robotics.

Keywords:
robotics
machine learning
reinforced learning
non-supervised
Details

Most recent project

6D Light sprite

A shader addon for the Godot Engine that adds a sprites that react to light as if they were volumetric using a 6D technique.

Tags:
godot
shader
addon
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Most recent contributions

GodotLighting 3D

Contributed code to use generators for the addon, allowing easier control over the effect.

Tags:
godot
shader
visual effects
addon
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Blog Posts

Add-on: The NPC Editor

By:
Bueno Rojas Y.A.

I’ve been a developer at Moonwards for 2 years now and though I’ve had many roles and done many things, from debugging, refactoring code, networking, fixing materials and more, lately I’m the NPCs and tools guy. I made the Dialog system (and its editor), the Workstations and Navigation system and most importantly, the NPC Editor - and the NPCs that use it. The editor has been a constantly evolving idea. It began as a simple interpretation of a Bungie Publications’ presentation that talked about Halo 3’s behavior trees. Later on...

Tags:
game development
godot
moonwards
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AI EDITOR DEV-LOG 2

By:
Bueno Rojas Y.A.

Following what was concieved before, I made a more uniform approach to these nodes: Green dots indicate a Misc Object that must be filtered to be interacted with a Filter Node (must be added). Red dots are Characters. The black dot is a pure signal, that means that the signal has no arguments tied to it, this was the function of a trigger in the previous approach. The next step is to concieve the actual structure to pass through the nodes...

Tags:
game development
godot
moonwards
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AI EDITOR DEV-LOG

By:
Bueno Rojas Y.A.

This is a not so formal writing about my chain of thoughts, documenting the change of approach in the Character Studio. It will remain a node based editor, but instead of a multivalue system, I've decided to make a struct to pass more information through signals, so the final "compiled version" doesn't actually exist but a json file that can be loaded as a resource, containing functions, signals and connections. All of them actually made through code...

Tags:
game development
godot
moonwards
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