"My" 3D Engine
October 11, 2000 05:21 AM
I got it Naveed, thanks. The link does work, guys, but not all the time. Naveed, tell me if you want me to mirror it on my site.
October 14, 2000 09:45 AM
AI Programming can actually be alot more simple than you think! A simple way to do it is pretty much search and go to. Have the ai character review everything of interest(that is within x units), and then have him go to the closest one. He can continue that pattern and you could have fairly pheasable ai. Keep in mind, that could mean that your ai ALWAYS knows where the character is, so in a retail game you need to possibly make it harder for it to find the character (perhaps he has to be a room''s distance away).
Nodes are very helpful, too. They are a bit harder to implement, but can make your ai very realistic. Perhaps he could find a node, and if there is nothing else of higher priority (you could set item priorities, and a node could be one of the lowest, an item mid-areas, and player highest), go to the next node that is pointed to by the current node. Priorities could also be affected by distance, it is up to you.
There is some distance code in my new collision detection demo and at my tutorial on my site, Biendschmofan''s Tutorials of OpenGL Glander that will work perfectly for it. I have yet to program ai, so I don''t really know much more than what I said. Good luck, and GOOD JOB!
L8r,
The Rainmaker
Nodes are very helpful, too. They are a bit harder to implement, but can make your ai very realistic. Perhaps he could find a node, and if there is nothing else of higher priority (you could set item priorities, and a node could be one of the lowest, an item mid-areas, and player highest), go to the next node that is pointed to by the current node. Priorities could also be affected by distance, it is up to you.
There is some distance code in my new collision detection demo and at my tutorial on my site, Biendschmofan''s Tutorials of OpenGL Glander that will work perfectly for it. I have yet to program ai, so I don''t really know much more than what I said. Good luck, and GOOD JOB!
L8r,
The Rainmaker
October 14, 2000 09:53 AM
Oh, I forgot- I would also LOVE to see your code. Darnit, it just aroused our interests
Unfortunatley, I can''t get the link to work either, so could you mail it to me? richardfrazee@msn.com is my email. I would also be happy to mirror it on my site, if you would like!
L8r,
The Rainmaker
Unfortunatley, I can''t get the link to work either, so could you mail it to me? richardfrazee@msn.com is my email. I would also be happy to mirror it on my site, if you would like!
L8r,
The Rainmaker
I am having the same problem. I can''t download the code. Could you email it to me as well? thanks.
jason
jason
October 16, 2000 04:01 PM
Some intro level AI routines can be found in BOT tutorials for games like Quake / Half-Life etc.
It''s not enough to know if a player is x units away, AI written to go to this area may just travel in a diagnol line, what if it encountered a wall, another player, the bot was facing the wrong direction and the player was making no noise?
Lots of things to consider here, but in the least a decent path finding algorithmn is needed unless you want all your bots to hug the walls.
I like AI programming, and there are many techniques to use. This is easily one of the most complicated and interesting aspects of a true game engine.
It''s not enough to know if a player is x units away, AI written to go to this area may just travel in a diagnol line, what if it encountered a wall, another player, the bot was facing the wrong direction and the player was making no noise?
Lots of things to consider here, but in the least a decent path finding algorithmn is needed unless you want all your bots to hug the walls.
I like AI programming, and there are many techniques to use. This is easily one of the most complicated and interesting aspects of a true game engine.
quote: Original post by Anonymous Poster
AI Programming can actually be alot more simple than you think! A simple way to do it is pretty much search and go to. Have the ai character review everything of interest(that is within x units), and then have him go to the closest one. He can continue that pattern and you could have fairly pheasable ai. Keep in mind, that could mean that your ai ALWAYS knows where the character is, so in a retail game you need to possibly make it harder for it to find the character (perhaps he has to be a room''s distance away).
Nodes are very helpful, too. They are a bit harder to implement, but can make your ai very realistic. Perhaps he could find a node, and if there is nothing else of higher priority (you could set item priorities, and a node could be one of the lowest, an item mid-areas, and player highest), go to the next node that is pointed to by the current node. Priorities could also be affected by distance, it is up to you.
There is some distance code in my new collision detection demo and at my tutorial on my site, Biendschmofan''s Tutorials of OpenGL Glander that will work perfectly for it. I have yet to program ai, so I don''t really know much more than what I said. Good luck, and GOOD JOB!
L8r,
The Rainmaker
You''re engine sounds really fun but whenever i try to download i''m getting 403 forbidden I just want to know if anyone else has been having that or if it''s a problem on my end??
October 18, 2000 08:17 AM
great work man!!
i''ve been looking for some md2 code, and now i found it , thanx alot for providing it.
and also, if nehe reads this, GREAT WORK MAN, i''ve read programming and such a couple of years now and your series of tutorials where the ones that learned me most in shortest time.
i was totally new to opengl when i found this site and now i feel really comfortable with the basics, thanx to you nehe.
i''ve been looking for some md2 code, and now i found it , thanx alot for providing it.
and also, if nehe reads this, GREAT WORK MAN, i''ve read programming and such a couple of years now and your series of tutorials where the ones that learned me most in shortest time.
i was totally new to opengl when i found this site and now i feel really comfortable with the basics, thanx to you nehe.
Hah, somehow the environment slipped my mind when I wrote that post. Maybe if they are in the same room... .
I think nodes are the solution to the environment, hands down. As long as your nodes don''t run your ai into a wall, then you should be good
And yeah, the new link doesnt work either
L8r,
The Rainmaker
I think nodes are the solution to the environment, hands down. As long as your nodes don''t run your ai into a wall, then you should be good
And yeah, the new link doesnt work either
L8r,
The Rainmaker
L8r,[email=richardfrazee@msn.com]The Rainmaker[/email]Biendschmofan''s Tutorials Of OpenGL Glander
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