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Last edited by TheRLG on Fri Dec 28, 2007 7:48 am, edited 2 times in total.
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Guest
I say yes, but we must keep 100 % Irrlicht compatibility
By me that sort of game engine must be extension of Irrlicht, but not any specific project.
What about using of extended SceneNodes and Animators instead project specific classes?
I work with this methods for my project:
1. 3d Sound /Creating of OpenAlSceneNode and OpenALListenerNode/ - not big problem / I tried this stuff and it's works, but not finished yet.
2. Simple Irrlicht physics animator - based on improved Irrlicht collision animator. I've got some base reactions when collision occurs.
3. AI animators. This is important part of game engine. Just add any AI animator to node and play
At this time I try to create SceneNodeAnimatorAvoidObstacles.
4. Network - I have not tried something like this
What about using of extended SceneNodes and Animators instead project specific classes?
I work with this methods for my project:
1. 3d Sound /Creating of OpenAlSceneNode and OpenALListenerNode/ - not big problem / I tried this stuff and it's works, but not finished yet.
2. Simple Irrlicht physics animator - based on improved Irrlicht collision animator. I've got some base reactions when collision occurs.
3. AI animators. This is important part of game engine. Just add any AI animator to node and play
4. Network - I have not tried something like this
Now that's the most abstract idea I ever heard. An animator that take cares of *ALL* types of AI. I bet that its zero-config tooetcaptor wrote:3. AI animators. This is important part of game engine. Just add any AI animator to node and play Laughing At this time I try to create SceneNodeAnimatorAvoidObstacles.
No, differently animators for AI behaviours. For example - pathFindingAnimator,eXodus wrote:Now that's the most abstract idea I ever heard. An animator that take cares of *ALL* types of AI. I bet that its zero-config too
pathFollowingAnimator, chasingAnimator, avoidObstaclessAnimator... And you can attach these animators that you need to some SceneNode to define some specific AI behaviour.
Are you really don't like this idea?
Truly, don't know what will be a better solution. Personally I don't like scripting, but this can be mistake.
For my game I gonna make several animators like wanderAnimator, chasingAnimator. My first idea about it is that we can create specific animators, which can be chosen depending on game type to work together.
For my game I gonna make several animators like wanderAnimator, chasingAnimator. My first idea about it is that we can create specific animators, which can be chosen depending on game type to work together.
The library to use for that AI animator would be OpenSteer..
Good luck with that...its a bit complex, but AI always is.
My concern would be that I wanted to make my game engine easy to upgrade to newer versions of irrlicht, so rather than integrating all my functionality into irrlicht, I layered it on top. Perhaps integration is easier, I don't know...
I look forward to seeing where you guys go with this...
I look forward to seeing where you guys go with this...
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
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AssiDragon
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Scripting is mostly a neccesity when it comes to AI.
Without scripting, the only way to make unique AIs in the game is to set heaps of parameters that later help to decide what and how - if you go with finite state machine AI, this could indeed get some variation in.
That might be enough though, and again this boils down to what game engine are you referring to - a quite important aspect. If you make a gametype specific engine (RTS engine, FPS engine, RPG, puzzle, car racing yaddayadda) a such non-scripted AI might do just as fine as a scripted one - for example you don't need much scripts in a racing game, but do need parameter tweaks a lot. However some games just *NEED* scripted AI, such as RPGs where NPCs might act completely differently, with different NPC classes having nothing common in their reactions.
So, if you will start working one a more-or-less uniformic game engine that is aimed to be useful for many game types, you need scripting. If this is a type-specific engine, then scripted AI might not be a neccesity.
Without scripting, the only way to make unique AIs in the game is to set heaps of parameters that later help to decide what and how - if you go with finite state machine AI, this could indeed get some variation in.
That might be enough though, and again this boils down to what game engine are you referring to - a quite important aspect. If you make a gametype specific engine (RTS engine, FPS engine, RPG, puzzle, car racing yaddayadda) a such non-scripted AI might do just as fine as a scripted one - for example you don't need much scripts in a racing game, but do need parameter tweaks a lot. However some games just *NEED* scripted AI, such as RPGs where NPCs might act completely differently, with different NPC classes having nothing common in their reactions.
So, if you will start working one a more-or-less uniformic game engine that is aimed to be useful for many game types, you need scripting. If this is a type-specific engine, then scripted AI might not be a neccesity.
Staring through eyes of hate we kill
Are we controlled, or is our own will...?
(Edguy)
Are we controlled, or is our own will...?
(Edguy)