Re: [TuxKart-devel] Things have gone very quiet....
Status: Alpha
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sjbaker
From: Steve B. <sjb...@ai...> - 2004-07-13 13:50:47
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Charles Goodwin wrote: > One thing Ingo and I chatted about was the AI. We seem to agree on an > 'arrow-map' method where the track is broken into segments with each > segment assigned an arrow, the properties of which dicate how the AI > karts make decisions on that section of the track. Yep - that seems like the way to go. > What's the plan on this? Who is implementing it? How will it be > implemented? And how will track builders generate these arrow maps? Well, a couple of people said they wanted to work on AI. I havn't heard from either of them since those early discussions. I can easily make the track loader pull in the 'ai model' as another 3D model just like the 'visual model' - PLIB can store it and you can do collision testing just like the visual model so we know which 'arrow polygon' each AI Kart is driving over. From then on, it's up to the AI code to deal with it. The 'ai model' would be built just like the visual model - except that it would be **MUCH** simpler. I think the easiest way to store the "arrow direction" for each polygon is to apply a texture to it with an actual texture-mapped arrow on it. Then, it's easy to pull the 3D model into blender or whatever and *see* where the arrows are pointing. We could also (in principle) have a hidden keystroke in TuxKart to toggle between displaying the visual model and displaying the ai model. Hence, if something is going wrong with the AI, you'd be able to easily see whether the underlying 'ai model' was confusing them somehow. One nice feature about doing the arrow map as a 3D model is that it can (in principle) have things like animation in it. Suppose (for example) that you had a bridge providing a short-cut over a river - and a longer way around that avoided the bridge. We could maybe have it possible to blow up the bridge with a missile. The bridge destruction animation would switch the bridge model for a destroyed bridge model - and AT THE SAME TIME, it could switch the AI model of the turns leading up to the bridge to automatically make the AI karts "know" that they now have to go the long way around. I'm sure you could think of other uses. Anyway, the point is that if the AI 'arrow map' is just another 3D polygonal model, then we can deal with it with minimal additional code and build/visualise it using the tools we're already familiar with. However, things *have* gone rather quiet. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |