Jump to content

View more

Image of the Day

The night is still, but the invasion brings chaos. #screenshotsaturday #hanako #indiegame #gameart #ue4 #samurai https://t.co/cgILXuokoS
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

forest war

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
No replies to this topic

#1 Osmo Suvisaari   Members   

115
Like
Likes
Like

Posted 08 February 2000 - 11:24 AM

I am creating a game about infantry warfare (WWII Finland vs Soviet Union). Focus will be squad, platoon and maybe company level action. I have already a core for my game AI for invidual soldiers. The core calls for different type of sub-ai atoms that make decisions of their own speciality. Atoms communicate and respond in simple ways. (increase / decrease activity etc.) These ''atoms'' include every basic output (action) of soldier, and simple pattern recognition. I will have separate atoms for emotional and higher intelligence. My idea is to let them communicate with game world only through the low-level ai-atoms. I hope this will make the difficult task of creating human-like behavior and invidual differences easier. I will let you know about my progress. Thank you for any suggestions, comments and ideas. -Osmo Suvisaari




Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.