Re: [TuxKart-devel] Ideas for AI
Status: Alpha
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sjbaker
From: Flash <fl...@da...> - 2004-06-30 12:29:15
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Looks like a damned good idea, the pictures really make it clear to, this is what I tried to say with my picture to. I would just suggest on top of your pictures add points of interest and points of non interest which wil= l be the form of 'good' and 'bad' herrings so the AI can either try to go around them or try to catch them on top of just following the arrows. <quote who=3D"Oliver Jeeves"> > This is basically how I would have tried to tackle the problem, althoug= h I > don't think you've explained it as well as you could have (either that,= or > you're describing something completely different, and I've misunderstoo= d). > > Firstly, let me say that the 'array of arrows' type approach would work > relativly well - it's the approach using in Micromachines, so it's prov= en > to > work, although even Micromachines had its bugs. And I think this would > have > exactly the same problems on as figure-8 as there are currently. > > But anyway... > > I think having vectors as way points is a good idea. It can (and should= ) > still be thought of in 2D; you have your line through the centre of the > track, and crossing this line you have many waypoint lines [see attache= d > picture]. Rather then having the AI aim for particular points then, the > best > route (not taking into account powerups) is to find the shortest path > through the next few way points. =3D=3D=3D=3D http://www.daaw.org - webhosting http://www.gamesleague.com - Games, servers, leagues and more |