Re: [TuxKart-devel] Ideas for AI
Status: Alpha
Brought to you by:
sjbaker
From: Flash <fl...@da...> - 2004-06-30 09:40:57
|
Attached is a graphical layout picture of what it could be, on the map th= e yellow line is the 'perfect line' the green dots on it are waypoints (points of high interest) the darker green dots could represent 'good' herring whereas the red dots represent 'bad' herring or other interruptions on the road, the red lines around the track are ofcourse points of non-interesest just places where you dont wanna be because youl= l hit the side (dont know if thats important but maybe you would like to have something in there if carts bump or so that it watches out for the side, could ofcourse slip in there but the kart will try to make it out a= s soon as possible. The green and black dots are 'non-active' waypoints, eg the AI will ignore those. once the kart reaches the first green waypoint that one could go disabled and the next black dot goes enabled. you could make some sort of collision detection system around the waypoints that when a kart is near the next one becomes active, so the AI doesnt actuall= y have to drive over. <quote who=3D"Ryan Flegel"> > One thing that I think is important is that we should have checkpoints > (and visual representation for them). Checkpoints are important for AI > because they are subgoals to passing each lap. > > -- > Ryan > > > ------------------------------------------------------- > This SF.Net email sponsored by Black Hat Briefings & Training. > Attend Black Hat Briefings & Training, Las Vegas July 24-29 - > digital self defense, top technical experts, no vendor pitches, > unmatched networking opportunities. Visit www.blackhat.com > _______________________________________________ > Tuxkart-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxkart-devel > =3D=3D=3D=3D http://www.daaw.org - webhosting http://www.gamesleague.com - Games, servers, leagues and more |