AI in a racing game?

Started by
16 comments, last by GameDev.net 18 years ago
Great tips, thanks,

just one follow question to both of you.

You have any examples/sources of little more how the techniques work?

Steadtler, sounds like you have some experience in these things, I understand a bit of what you trying to say, but you know some source I can get more "hands on"-information?
Beacuse how it will move forward is very easy I agree, but avoid collision in a good way, I have no good experience about it so there I would like some more information if you got any, please.
(or where I can get the information I need)

great replys, thank you for the help
Game Developer...
Advertisement
Hum check out the book "Programming Game AI by Example" there is a good chapter on steering behavior including collision avoidance (with source!).

If not an option, Google "I feel lucky" gave this:

http://www.red3d.com/cwr/steer/

and it looks like a GREAT explanation.

check this out:

http://www.red3d.com/cwr/steer/PathFollow.html

hum... Im bookmarking that.
Check this out

http://www.gamasutra.com/features/20051213/villiers_01.shtml
hmm, PSO algoritm sounds very intresting, will check that out, thank you
Game Developer...
I looked at PSO algorithm and "http://www.red3d.com/cwr/steer/PathFollow.html" and the "http://en.wikipedia.org/wiki/PIT_maneuver"...
The only problem is that all is theory, I understand a small part about how it should work, but don't really know how to "evalutate" things, they all say evaluate which node to goto and what to do, but I'm not sure how to evaluate the nodes, I know their position and can count where to turn but how to have best speed to take the turn the best and such things, that PSO and so should fix. Just want to see some code/functions/calculations how to evaluate the nodes to implement it.

anyone got some code/pseldo how it works?
Game Developer...
Quote:Original post by Steadtler
Hum check out the book "Programming Game AI by Example" there is a good chapter on steering behavior including collision avoidance (with source!).

If not an option, Google "I feel lucky" gave this:

http://www.red3d.com/cwr/steer/

and it looks like a GREAT explanation.

check this out:

http://www.red3d.com/cwr/steer/PathFollow.html

hum... Im bookmarking that.


FYI the examples on that site look like a direct implementation from the book you mentioned
Quote:Original post by averisk

FYI the examples on that site look like a direct implementation from the book you mentioned


I dont think it is. The author of the site seems to have its own steering behavior library that predates the book.
Quote:Original post by Steadtler
http://www.red3d.com/cwr/steer/


This has to be the one site that is Always the first responce whenever anyone on gamedev has a question about moving any object to a path or goal.
And that makes me wary of it. Alternatives should be compared before blindly following the crowd.

I've looked through this guys algorithms and I have to say that they are mostly Animation pathfinding; they don't have a physics basis. A lot of his methods rely on 'ideal' vehicles that can change direction and velocity instantly. His algorithms are good a animating on object to look realistic, but there isn't an actual physics simulation operating in the background.
Consequently, I expect that if you go the other direction, and try to apply the algorithms to a realistic vehcicle, they will not perform as well because the physical limitations of the vehicle will prevent it from matching the changes requested in time.

For something like Racing Cars, I think you might need to delve into more robust methods, check into Control Theory.

This topic is closed to new replies.

Advertisement