Search found 20 matches

by aussiedude
Sat Feb 09, 2008 12:46 pm
Forum: Project Announcements
Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
Replies: 319
Views: 102306

aussiedude, that's one cool analysis of how a driver's AI should work :) hope you're able to implement that in reality. Problem is I can only code these as a generic all-purpose type thing, I don't know much about the irrlicht engine to take advantage of it. But if make the maths of them you could ...
by aussiedude
Sat Feb 09, 2008 6:24 am
Forum: Project Announcements
Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
Replies: 319
Views: 102306

So JP, whats your thoughts on putting Race AI and Swarm AI in this? I've started the Swarm AI, it's about 40% done now. When I've got a working example I'll post the code or something. Problem is I can only code these as a generic all-purpose type thing, I don't know much about the irrlicht engine ...
by aussiedude
Thu Feb 07, 2008 10:09 pm
Forum: Project Announcements
Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
Replies: 319
Views: 102306

So JP, whats your thoughts on putting Race AI and Swarm AI in this? I've started the Swarm AI, it's about 40% done now. When I've got a working example I'll post the code or something. Problem is I can only code these as a generic all-purpose type thing, I don't know much about the irrlicht engine t...
by aussiedude
Sat Feb 02, 2008 10:30 am
Forum: Project Announcements
Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
Replies: 319
Views: 102306

Nice one for doing the speed test. 7 seconds is quite a long time for the non-realtime one but then there are a huge number of nodes, i wouldn't imagine most projects in irrlicht would need anywhere near that many, even 100 might be a large number. Hopefully the real-time version will be as good as...
by aussiedude
Fri Feb 01, 2008 9:24 am
Forum: Project Announcements
Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
Replies: 319
Views: 102306

:D ... I just finished making the new speed test. Before I had 36 Waypoints (I prefer nodes... but whatever). The new test has 625!! The results? Well on my computer which has 512MB ram, an AMD Duron 1.2GHz processor... 7 seconds. Thats 7 seconds to go through ALL 625 waypoints, do all pathfinding c...
by aussiedude
Mon Jan 28, 2008 4:24 am
Forum: Project Announcements
Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
Replies: 319
Views: 102306

Ha! That was easier than I thought... :D I've made a new function in my miNav library called RTsolve() aka realtime solve. It's like a combination of solve() and getSolution(). It takes a position and destination and returns a pointer to the next step required. The only differences is the calculatio...
by aussiedude
Mon Jan 28, 2008 2:14 am
Forum: Project Announcements
Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
Replies: 319
Views: 102306

Well dijkstra doesn't HAVE to be realtime, I could have made my library realtime but I felt that it was in my favor to make it pre-computed. Most of the pathfinding I had planned to use this for was going to be on maps with very few nodes, with lots of NPC's and with the map staying the same. Hence ...
by aussiedude
Sun Jan 27, 2008 8:15 am
Forum: Project Announcements
Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
Replies: 319
Views: 102306

Well I just finished reading this whole thread and going over most of the irrAI source files and the FPS example. GREAT WORK JP! (and others who contributed?... was there others?...) Heres some of my thoughts: Heh, I am back with just one more suggestion. Actually more of a pretty feature that I don...
by aussiedude
Sat Jan 26, 2008 11:49 am
Forum: Project Announcements
Topic: miNav AI Pathfinding Library - Version 0.1
Replies: 10
Views: 2203

Did you here about "graph theory"? I'm asking, 'cause you're realised a graph inside your algorithm. And you can include to it an "optimal path", "loop-free graph" etc. it'll be really nice if this pathfinding will be include in the IrrAI, hmm, named for example "...
by aussiedude
Sat Jan 26, 2008 5:36 am
Forum: Project Announcements
Topic: miNav AI Pathfinding Library - Version 0.1
Replies: 10
Views: 2203

Great, work. Obviously it must be good if it got you into college. Sorry to be the devil's advocate, but I have to say I would like to see this become merged with irrAI, instead of a seperate library. :/ I've offered to JP to help with coding irrAI and let him know that he can use any and all of th...
by aussiedude
Fri Jan 25, 2008 2:33 pm
Forum: Project Announcements
Topic: miNav AI Pathfinding Library - Version 0.1
Replies: 10
Views: 2203

good, simply waypoint system:) about large maps it's simply too - just differentiate one small map represents all world to many smaller and smaller and check if the traveller being cituated in the part (for example 10 nodes by one part) and check smaller map assosiated with it and so on... sorry fo...
by aussiedude
Fri Jan 25, 2008 6:51 am
Forum: Project Announcements
Topic: irrAI 0.50 - AI module for Irrlicht [Updated 28/11/09]
Replies: 319
Views: 102306

@JP: G'day JP, I just gots a PM from christianclavet suggesting basically that maybe I should join this project. I just posted an AI pathfinding library here called miNav. It wasn't designed to be an ongoing project but I left it open to be updated if people requested. Technical Specs: My library is...
by aussiedude
Fri Jan 25, 2008 6:08 am
Forum: Project Announcements
Topic: miNav AI Pathfinding Library - Version 0.1
Replies: 10
Views: 2203

Thats an awesome Supra model, are you thinking of giving it away anytime soon? :D


Maaaybe 8) Still tossing that one around in my head, should I sell it or just make it public domain.
by aussiedude
Fri Jan 25, 2008 4:51 am
Forum: Project Announcements
Topic: miNav AI Pathfinding Library - Version 0.1
Replies: 10
Views: 2203

miNav AI Pathfinding Library - Version 0.1

Hi everyone! Recently I made this AI Pathfinding Library to submit in a portfolio to try and get into University based on my programming skill and not my high school marks. I assume that this library must have been pretty good because it worked and now I'm a uni student! :D (still really happy about...
by aussiedude
Tue Jan 08, 2008 3:51 am
Forum: Game Programming
Topic: What does a Physics engine need?
Replies: 10
Views: 2729

Thanks MasterGod, Just finished looking at the features lists of Bullet, Newton and ODE, worked out now what I want. I'm thinking of starting just the basic shell of the engine, get that right and then move on to adding basic sphere and plane collision detection and then collision response. Then mov...