Jump to content
  • Advertisement

SmokingMan

Member
  • Content Count

    5
  • Joined

  • Last visited

Community Reputation

122 Neutral

About SmokingMan

  • Rank
    Newbie
  1. Hi, Kada2k6... If you want, I'll love to help you to implement yor A* path finding, A* is most an abstract definition, you must apply it, to your problem, it works with a graph... nodes, could be anything, exactly like the paths between them. Then the data structure must be selected according to your needs... for a simple game, you can use just a matrix... and then you must run your A* algorithm with a simple heuristic, like Manhattan distance... I hope this help... with Smoke... SmokingMan
  2. SmokingMan

    Perceiving sensor system

    Well, I prefer B Option, i think, maybe depending on the game, the Bot don't need to know, always, what he is seeing... you must have a list of interest objects, a using listener them you must send a signal to the bot, when any (a least one) of this objects get in, or out of its line of sight. With that method I think the Bot may look more intelligent... always depending on the game... I Hope this help. With Smoke SmokingMan
  3. Well, we recommend too, "Programming Game AI by Example", there is anothe call "Game AI engine programming"... I can't remember the author... I the other hand... xEricx have right, in Game AI everything has their own application... however, pathfinding is a theme that we could try to develop something generic. with smoke... SmokingMan
  4. SmokingMan

    Fighting Games AI

    I need to find some good articles, about Fighting Games AI, ... I have thew book "AI for game developers", it have some things... but I want to read a bit more... or if any one could make and introduction to the theme... Regards... and thanx in advance... SmokingMan
  5. Hello: I'm trying to develop an AAS based Pathfinding Engine... Well, surely, you know about PathEngine, i want to make something like this, but using an 3D Areas World representation, something like de Quake III. Now, everything was ok, but now i have e problem, in Quake III are defined some Reachabilities (this reachabilities are predefined), and I need any help, any point of view on how can i define this reachabilities, with the posibilities that the user can define it's own reachabilities, accord with it's own game needs. For example, in a game with planes, you will need a Fly reachability (how you can define it), but if you are making a simple Shut'em Game, maybe you need Jump, Walk, Crouch rechabilities, but not Fly reachability. Thanx in advantage... "The best way to predict the future, is to invent it"
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

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!