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# xEricx

Member Since 03 May 2001
Offline Last Active May 03 2011 03:22 PM

### In Topic: Should all of the agent's rays be of the same length?

26 April 2011 - 06:41 AM

If the distance to the object is farther, your rate of turn can be slower.

but the jerky movement still occurs with a slower turn rate, as shown in the last video.

Could the following line cause a problem:

```avoidance -= agent.Velocity;
```

I ask because it is not included in the OpenSteer source code but causes the agent to move way too fast without it.

Well, steering shouldn't make you accelerate over your maximum velocity. Everytime I've written a steering component (it's been a while though, so I might be missing some details) I made it return 2 things:
2) braking factor

The braking factor can be optional, depending on the feel you want to have. In the examples you showed, you just need to modify the heading of your cube.

If I understand correctly in the code you posted destForward is steeringForce? If so, from what you posted you only use it to calculate a turn angle, how would it make the agent move way too fast? Have you tried clamping your velocity to your max velocity?

### In Topic: Should all of the agent's rays be of the same length?

25 April 2011 - 01:50 PM

It's always fun to "reinvent the wheel", but you can use existing "wheels" as a reference.

Check out OpenSteer, it solves the dynamic avoidance problem and way more: http://opensteer.sourceforge.net/

Cheers

### In Topic: AI help for a game?

12 April 2011 - 03:00 PM

Anyways, I need, more specifically, AI help for a tic tac toe game in a Console App using C++.

Please elaborate and is the same logic behind AI in simple Console Apps the same sort of logic behind AI in massive 3-D complicating games? Point being, are they somewhat following the same lines of logic to perform different things?

AI is concepts, so the type of code it's being developed for doesn't change a thing...

As for massive 3-D complicating games?! well, it all depends on the game and which needs the project has. I guess a Massive Multiplayer Online Tic Tac Toe game would have the exact same AI your Console App can have, if you figure out how to search on the internet how to develop something as simple as TTT AI in the first place...

### In Topic: Neural Networks book for newbies.

03 April 2011 - 02:31 PM

Probably because the name sounds cool, like genetic algorithms

### In Topic: Neural Networks book for newbies.

02 April 2011 - 01:43 PM

The most simple book I've seen on this topic must have been Mat Buckland's AI Techniques for Game Programming

You can start by giving his website a look: http://www.ai-junkie.com/ann/evolved/nnt1.html

Hope this helps

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