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Bot coding for q3/cs type game

Started by January 31, 2005 07:45 AM
3 comments, last by Ainokea 19 years, 9 months ago
okay im creating my own q3 engine and the rendering is almost 80% , but for now i want to add bots.... Here is what i thought! I Start at any spawning point and then just keep testing the 8 surrounding blocks(thinking in 2d just to get the idea) to see if they intersect polygons, so now i have a bunch of aabb that have no 3dobjects in them or rather that are clear for anything to go through.... Now the question or problem i have is creating a script that i will use for navigation, i need to find the closest path to the target(Which means least aabbs to pass through) and then an alternative route that doesnt cross the closest path If any one can point me in the right direction please do?
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http://djoubert.co.uk
Check this out: A*

Cheers
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This is a good place to start, it explains the AI developed for Quake3 by Jan Paul van Waveren, including the AAS system:

http://www.kbs.twi.tudelft.nl/docs/MSc/2001/Waveren_Jean-Paul_van/thesis.pdf

Then check out the presentation and videos from this page, the new CS bot seems to use an AAS type system with extra layers of AI on top to deal with the teamwork aspect of things:

http://www.gdconf.com/archives/2004/

Search for "The Making of the Official Counter-Strike Bot" on that page



And yeah, check out some A* stuff to begin with :)


[edit] HTMLised the links
What about Prolog?
Uhhh Prolog is a programming language, not an AI algorithem. Though I hear that lots of AI programmers use Prolog.
______________________________________________________________________________________With the flesh of a cow.

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