IA with irrlicht
IA with irrlicht
Who know a tutorial or example of little "game" with paths and IA in a world 3d, it is very important
Im working on that too, once i've completed my PATHFIND class
ill post the code here.
for the mean time try to learn the "A*" or "Flood Fill" pathfinding
implementation. there a lot or articles in gamedev.net for path
finding tips.
I believed the que is if the path is PASSABLE or NOT PASSABLE
and find the shortest and fastest route.
Since im working on ala "Diablo/Ragna/MU" project, my whole
map is already mark if it is passable or not, via zoning.
Implementation for simple terrain is strictly passable/blocked:
Consider a NODES of BLOCKS. Each moves, each BLOCK moves to its
destination NODES and marks it with the current time, create
a number of new BLOCKS for each free NODES (that are unmarked and
passable) and removes itself from the NODES.
ill post the code here.
for the mean time try to learn the "A*" or "Flood Fill" pathfinding
implementation. there a lot or articles in gamedev.net for path
finding tips.
I believed the que is if the path is PASSABLE or NOT PASSABLE
and find the shortest and fastest route.
Since im working on ala "Diablo/Ragna/MU" project, my whole
map is already mark if it is passable or not, via zoning.
Implementation for simple terrain is strictly passable/blocked:
Consider a NODES of BLOCKS. Each moves, each BLOCK moves to its
destination NODES and marks it with the current time, create
a number of new BLOCKS for each free NODES (that are unmarked and
passable) and removes itself from the NODES.
Implementing AI ain't the easiest thing to do, such is why there is little posting about it here. This is also a graphics engine too remember, such is why there is more posting about the actual engine on these forums than about AI. As dexter has said there are some very good tutorials on gamedev.net regarding A* pathfinding.
If you want an example then LaMothes books Windows Guru book covers the initial AI area, enough detail to give you a broad example of the techniques possible. There are also examples on the CD. Also I think AIjunkie is quite good, but go to gamedev.net and follow the links to AI
If you want an example then LaMothes books Windows Guru book covers the initial AI area, enough detail to give you a broad example of the techniques possible. There are also examples on the CD. Also I think AIjunkie is quite good, but go to gamedev.net and follow the links to AI
Actually I was just trying to point out that this is a graphics engine and not an AI engine!! Also pointing you in the right direction for other links to good AI sites which is through gamedev.net (although dexter has already semi done this), there is no point of me posting them all on here since you can go there and follow them yourself?? I've also suggested a rather good book to introducing AI, is this not help??
LaMothe's Tricks of the Windows Game Programming Gurus has a pretty nice AI section but no coverage of A*. The AI book edited by Steve Rabin, the one that just had a second version come out is quite good. Unfortunately I forget thet title just at the moment, if I remember I'll post it here. I just finsihed writing an A* pathfinder myself. It's not quite perfect yet, but I think it's working ok and I can email anyone the code if they would like. Note that I use hash tables for my open and closed lists rather than priority queues. Gives better insert time, and I think better removal time too, but the fact that it's nto priority sorted does slow things a bit, so I'm nto quite sure what kind of speed that gives me. Also my hash function for the hash table really sucks right now, so you don't get even distribution.
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
Crucible of Stars
Crucible of Stars
Yup, although I haven't actually read the second, only the first
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
Crucible of Stars
Crucible of Stars