The best system for my case
But I could not see what the best system for my game, it is 3D, but the Z axis is fixed
">YouTube video
What is the best system for my case?
Thanks :)
[Edit: created hyperlink. - IF]
[Edited by - InnocuousFox on November 17, 2010 10:04:45 AM]
(but before coding pathfinding, try testing limited depth recursive raycasting)
/Tyrian
Quote: Original post by TyrianFin
ok, your games movement is 2d, so 2d grid + A* should do the trick.
(but before coding pathfinding, try testing limited depth recursive raycasting)
/Tyrian
Excuse my ignorance, why should I try testing limited depth recursive raycasting?
I know it's abusing his generosity, but do you have any idea how I can create 2D grid on my mesh 3D?
Thanks guy :D
The question that any of us would need to have answered from you before answering appropriately is "what are your enemies going to be doing in that world space?"
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
Quote: Original post by InnocuousFox
Perhaps I'm missing the point of your very brief video, but if this game is, for all intents and purposes, a 2D side-scroller in a 3D world, you really don't have a 3D space in which to move. The player (and I'm assuming the enemies) are only moving in 2D... left/right and up/down. That being said, there's only a limited amount that you can do with A*, and a navmesh seems like incredible overkill.
The question that any of us would need to have answered from you before answering appropriately is "what are your enemies going to be doing in that world space?"
Thank you InnocuousFox :D
the enemies will be like bots of counter strike, were looking for other players to kill, only that, it's nothing complicated :)
A single correction, my game is not "side-scroller", because you can walk freely around the map :)
Thanks for help
Quote: Original post by VitaliBR
the enemies will be like bots of counter strike, were looking for other players to kill, only that, it's nothing complicated :)
A single correction, my game is not "side-scroller", because you can walk freely around the map :)
OK... from the looks of your video, you were only moving in one plane.
In that case, next question... how large and complex will your map be? Also, will there be any dynamic objects? (I can't imagine there will be.)
My first guess would be that A* would serve you just fine. It's also well-documented and relatively simple to implement. Let's let others chime in, though.
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
Quote: Original post by InnocuousFoxQuote: Original post by VitaliBR
the enemies will be like bots of counter strike, were looking for other players to kill, only that, it's nothing complicated :)
A single correction, my game is not "side-scroller", because you can walk freely around the map :)
OK... from the looks of your video, you were only moving in one plane.
In that case, next question... how large and complex will your map be? Also, will there be any dynamic objects? (I can't imagine there will be.)
My first guess would be that A* would serve you just fine. It's also well-documented and relatively simple to implement. Let's let others chime in, though.
he climbs the platforms (Y axis), is that for issues of size of the video could not show :(
Yes, the maps are large (4 ~ 5 times larger than shown in the video) and I was thinking of putting dynamic objects such as boxes, barrels, it greatly influences?
I was considering purchasing the book:
AI Game Programming Wisdom
You think a good choice?!
I read and I understand how it works A* ( http://www.policyalmanac.org/games/aStarTutorial.htm ), however I am somewhat lost on how he could apply it to my maps
Thanks and sorry my poor english :(
Quote: Original post by VitaliBR
he climbs the platforms (Y axis), is that for issues of size of the video could not show :(
OK... I don't think you are understanding what I'm saying. I understand that you can go left and right as well as up and down. You already showed that in your video. What you did NOT show is moving front to back... for example, toward the far wall, those barrels in the the corner, or even toward the camera. THAT is 3D movement.
Quote: Yes, the maps are large (4 ~ 5 times larger than shown in the video) and I was thinking of putting dynamic objects such as boxes, barrels, it greatly influences?
It could depending on whether they need to be navigated around or not.
Quote: I was considering purchasing the book:
AI Game Programming Wisdom
You think a good choice?!
It is a good book... all 4 in that series are. However, if you haven't read an AI book, that won't be as much of a help. It is not meant as a starter tutorial. For a beginning book, I would recommend Mat Buckland's Programming Game AI by Example.
Quote: I read and I understand how it works A* ( http://www.policyalmanac.org/games/aStarTutorial.htm ), however I am somewhat lost on how he could apply it to my maps
Again, I think that the reason for this is that you aren't really doing things in true 3D. We need to get that sorted out first.
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
Quote: Original post by InnocuousFox
OK... I don't think you are understanding what I'm saying. I understand that you can go left and right as well as up and down. You already showed that in your video. What you did NOT show is moving front to back... for example, toward the far wall, those barrels in the the corner, or even toward the camera. THAT is 3D movement.
Now I could understand (my english is terrible). No, the player can't move forward or backward :)
Quote: Original post by InnocuousFox
It is a good book... all 4 in that series are. However, if you haven't read an AI book, that won't be as much of a help. It is not meant as a starter tutorial. For a beginning book, I would recommend Mat Buckland's Programming Game AI by Example.
Ok, I'll look for the book you recommended, I read something from him in specific? or just start at the beginning?
Thanks, and sorry again
Quote: Original post by VitaliBRQuote: Original post by InnocuousFox
OK... I don't think you are understanding what I'm saying. I understand that you can go left and right as well as up and down. You already showed that in your video. What you did NOT show is moving front to back... for example, toward the far wall, those barrels in the the corner, or even toward the camera. THAT is 3D movement.
Now I could understand (my english is terrible). No, the player can't move forward or backward :)
OK... now we're getting somewhere! Yes, you can use A*, but some of the edges are special. For example, the edge that runs between a platform and the floor would be defined as being "jump up" or "jump down". Some enemies might be able to jump up or down (or only down). Also, you designate it as different heights of jumps so that perhaps different enemies can only jump to some places, but not others. You can also do this with two platforms where you jump over a gap. Also, some edges may be 1-way only (for example, down but not up).
By creating these nodes and edges, you are providing a framework that your enemies can use to determine how to get from one place to another via A*.
Quote: Original post by InnocuousFox
It is a good book... all 4 in that series are. However, if you haven't read an AI book, that won't be as much of a help. It is not meant as a starter tutorial. For a beginning book, I would recommend Mat Buckland's Programming Game AI by Example.
Ok, I'll look for the book you recommended, I read something from him in specific? or just start at the beginning?
It's organized to be read from front to back, but you can certainly skip sections that you already understand.
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"