Member

925

100 Neutral

• Rank
1. ## Smooth transition between 2D animations

Just for thoroughness, if a character is giant, one can use a bone system and connect images end to end. It also makes physics easier to incorporate if that's important.
2. ## Calculating relative angular velocity for missile lock on...

v = w x r v = linear velocity of point w = angular velocity of point (supposed to be lowercase omega, not "w") x = cross product operator r = position of point so I think it's safe to change it to w = r x v I have nothing to base this on though except i × j = k j × k = i k × i = j. So r might be from the target to the tracker.
3. ## Leveling without killing

Thanks for the replies. I like the idea of exp gain for map coverage(both per boss and per premier entry). I don't want to veer too far into the programming aspect, but I've said this many times, *how*. Giving exp after killing a monster is ridiculously easy to implement and think about, but I'm looking for a theory of non-killing exp gain. How do I know if an non damage ability has been used successfully in the first place? Yes, I must reward the player(that's just an axiom for this particular discussion). What do I give them? There's an obvious corollary, but what are the problems with that approach? What happens when non direct damage abilities or stats reach the godlike proportions of the normal leveling process? Players become so stealthy they walk through walls :) ?
4. ## Calculating relative angular velocity for missile lock on...

Quote:my rotation rate is stored as three euler angles. I'm not sure how to make this work. Me neither. I'm going to use a vector for my part of the discussion. The direction of the vector is the axis upon which "me" is rotating. The magnitude of the vector gives its rotational velocity in radians/sec. Also, velocity/distance = 1/time. Oh, wait, that's actually almost the correct unit for comparison; never mind. Do keep in mind that one rotation equals 2*PI radians. You're doing the same thing in 3d that you would do in 2d but there's more to it. Use the relative linear velocity(in meters) of the target to determine a fake rotational velocity(in rad/sec). To do this, "relative" means relative to the tracking ship, find the relative linear velocity(vector, m/s) of the target and the relative distance(vector, in meters). Perform a cross product. This gives you the fake rotational velocity of the target(vector). Take this result and do a dot product with the tracking ship's rotational velocity vector. Take that result(magnitude, rad/sec) and subtract it from the target's fake rotational velocity magnitude. Compare that result with the maximum rotational velocity magnitude that the ship's tracker can perform(rad/sec). If the tracker's max is higher, the target can be tracked.
5. ## Fascinating Attempt to Code an AI for Magic: the Gathering

#1 A DSL(domain specific language) for defining card classes + an algorithm for classifying cards. The DSL will have to be built on top of the representation of the cards themselves though. #2 A few dozen utility ratings based on abstract positions Considering the vast number of cards and rules, I'd say go with utility by ranking utility based on an artificial personality/playtype and then performing the generated actions which provide the most utility. As a human player, I don't know what all the cards do but I can still play any deck because I know the rules so I can predict cause-and-effect and know how to use the cards in a general sense. Special combos could be hard-coded. It's really hard to know what an opponent will do far into the future but several thousand possible states could be generated in very little time. Using card classes would make coming up with combos on the fly(during the game) much easier. The game could learn to predict stuff by remembering opponent actions in previous turns and by using Markov models, both with specific cards and by analyzing the class of cards used. Utility/Abstract areas of interest: number of cards in hand, total creature defense/offense, elimination of things which have damaged me/creatures in the past, mana production, having or eliminating special cards, damage to the opponent, life to self. Aspects of the game which a human player must have an appreciation and awareness of must be encoded to the ai as having utility. I don't know if it will make a better ai player, but the card classes could also be fuzzy(in the sense of fuzzy logic).
6. ## AI scouting

If height confers a scouting advantage perhaps you could set them to continually seek out the high ground then task other scouts with filling in the blanks. Your heightmap is a preexisting potential field. The fill-in-the-blank scouts could use the unvisited/unseen nodes for lowering the cost in A*.
7. ## Leveling without killing

Thanks for the reply. Perhaps one could 'tag' monsters or their could be some arbitrary flag in each room that one must reach in order to get exp and like you say, one mustn't take damage before or after getting it. Like someone who's so good at walking in the woods they win in capture-the-flag paintball but never actually shoot. Perhaps every use of a particular skill would add exp to its own level and to the main character level so the character is gaining exp so long as the player is active and the rate of exp gain could be tied to how much pressure the player is under at that point.
×

## Important Information

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!