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ApochPiQ

Member Since 17 Jul 2002
Offline Last Active Yesterday, 08:43 PM

Posts I've Made

In Topic: Biome based map generation?

Yesterday, 12:18 AM

"L-systems are incredibly powerful and flexible, and with an advanced understanding you can most likely come up with something that suits your needs, but it's possibly on a PhD paper level."


I think this is closer to the situation.

I mentioned them because I find the techniques very powerful, but upon reflection I don't really have a good explanation on an introductory level for how to really tap into them.

Apologies for tossing you to the deep end :-)

In Topic: Biome based map generation?

27 September 2016 - 03:03 PM

There are entire PhD theses on how to use L-systems for generating various types of geometric state.

I don't have time or the inclination to distill them here, so if you want to know more, I'd recommend buying a good book (like this one) and chewing on the subject for a while.

There are also plenty of course materials and lecture notes available on the web with examples of how to do this stuff.

In Topic: Coding-Style Poll

27 September 2016 - 02:50 PM

Until we have prettifiers integrated in our version control systems, there will always be coding styles that people dislike.

You statistically cannot construct a style everyone will agree on unless there is just one person working on the code, and even then, that individual is subject to changing their mind over time.

The important conclusion is that you should not seek to eliminate the discomfort of working in someone else's style.


Instead, you should recruit people who are smart and empathetic enough not to be petty about what line the fucking brace goes on.

In Topic: Biome based map generation?

27 September 2016 - 02:16 PM

Good procedural generation algorithms are deterministic. If you start from the same point and expand according to the same rules every time, you'll always get the same results.

The trick is to decouple generation of your terrain from the exploration of the terrain. If the generation method is independent of how players actually traverse the world, there is no problem.

In Topic: target selection strategies

27 September 2016 - 01:11 PM

The way we handle this is to stratify the utility scores. Idles, ambient behavior, making tea, etc. get a score up to, say. 1.5 ceiling. Movement and tactics get a 2-3 range score. Using combat abilities get 3-4. Emergency stuff like evasion, yelling barks, and so on might be up to 5 or 6.

I think it's important to highlight that game AI in particular is not about mimicking human thought patterns. It's about providing an illusion of intentionality and rationality. If the behavior "makes sense" to the player, we have succeeded. The mechanics of choosing that behavior are almost always opaque to the player anyways (Sims games notwithstanding) so it's more important to look good than to be scientific.

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