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Ashaman73

Member Since 10 Nov 2006
Offline Last Active Today, 10:36 AM

Posts I've Made

In Topic: AI for NPC

28 August 2015 - 12:50 AM


Thanks, earlier I wanted to work on learning NPCs

Hmm... are we talking about the same thing ? I mean NonPlayerCharacter...

 


Also, should I learn to work with engines like Unity?

It could be an easy way to represent your work (check out Unreal4 too), thought you don't need fancy art. A few moving boxes to represent a crowd AI is better than to spend days to get an animated character into your engine. Test it out, but remember that you want to show off AI and not a game.


In Topic: AI for NPC

28 August 2015 - 12:36 AM

Some topics (google them):

- moving in a game world: navigation mesh, waypoints, pathfinding (A star/A*)

- decision making: eg. behavior trees

- steering in a game world (avoiding obstancle on the path, moving in a group): steering behavior

- general AI programming: usage of scripting

- reacting to the environment: scanning the surrounding, triggering agents

 

Keep away from:

- neural networks (commonly not really useful for game AI)

- genetic algorthm (either not really useful for game AI)

 

PS: visit the GDC vault and check out all the presentations of AI to get an idea about what is needed and what to avoid ;-)


In Topic: aritist pay

28 August 2015 - 12:21 AM

It depends. Roughly about >300$ per work-day (8 hours). Don't know about 2d art, but in 3d art you need 2-4 weeks for a standard character.

 

Look here for further information.

 


the game is a 2D isometric game

It was not unlikely to use 3d characters and render them to 2d images using a modelling tool. Using blender (free) and looking at e.g. fuse, could provide you with a lot of characters for a iso game.


In Topic: Octree Frustrum Culling

27 August 2015 - 03:44 AM


- 2.Pre build a VBO for each leaf then just rebind for each visible leaf and render.

This, rebuilding a VBO all the time is not necessary (and slow). You need to save your mesh somewhere and a VBO means only that the mesh is (most properly) stored in videomemory. So, keep in there and rebind it, then render it.


In Topic: YouTube embed in Journals

26 August 2015 - 02:12 AM

Try out http instead of https for the youtube link happy.png


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