SpaceSimulator AI
Hello,I am trying to create a space batle simulator like X-Wing VS Tie-Fighter if you remember. I would like to ask you where I can find some information about AI of enemy spaceships, for example how I can make the enemy ships to attack me from various directions, to avoid my firing, to make manuevers and efficiently change their weaponery...
I've never quite read anything specifically about space simulators. But its not really different from any other combat simulator, except you dont need to worry too much about pathfinding.
All manoeuveurs like attack, avoid, stay in formation, could be implemented using steering behaviors. As to choosing which angle to attack from, and which weapons to use, you need some sort of decision system. Choices are plenty here... decision trees, GOAD, GOAP, state machines, rule-based systems, etc.
edit: Xwing vs Tie Fighter ? If you want an example, you should use Tie Fighter :) Top 10 best game ever.
All manoeuveurs like attack, avoid, stay in formation, could be implemented using steering behaviors. As to choosing which angle to attack from, and which weapons to use, you need some sort of decision system. Choices are plenty here... decision trees, GOAD, GOAP, state machines, rule-based systems, etc.
edit: Xwing vs Tie Fighter ? If you want an example, you should use Tie Fighter :) Top 10 best game ever.
AI - is very hard you should avoid of big bunches of crafts in small area too. for the first just try turn enemies to your craft and you will see :) it's not that hard :)
I read some RTS games partitionthe map into squares, and then count how many of each player's units are in said squares. From there the game decided who owned what parts of the map, and react accordingly. You could create 12 squares around your ship, and base the enemy AI off of that (i.e. armor plated ships should take front position, while less armors ships attack the rear).
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement