Zombie Simulator

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saigumi
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Zombie Simulator

Post by saigumi »

A little project I started up to make a screensaver/zombie simulator.

It's alpha, so just expect it to run and enjoy some zombie wandering goodness.

In later versions, I have plans to add more AI (which is the point of the project) as well as "pretty it up".

http://www.saigumi.net/archives/archive ... 06.php#e37
Crud, how do I do this again?
cmoibenlepro
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Post by cmoibenlepro »

That's cool! :P

Why not dropping humans in this world at random times/places?
With good AI, the zombies could act like zombies... :twisted:
(maybe it's too sadic... :wink:)
saigumi
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Post by saigumi »

Actually, the way it will go is that there will be 99 (or a selectable number) of humans and one zombie. The zombie will then try to infect others.

When only a few humans are left, they will arms themselves and try to deanimate the zombies until one side wins.

This is based off of many zombie simulators out there - http://kevan.org/proce55ing/zombies/

A friend suggested having any surviving humans gain XP and carry over between refreshes. That way, you could get an ultra-Rambo character running around to keep an eye on.
Crud, how do I do this again?
Kayl

Post by Kayl »

When using the zombie model, do you load zombie02.ms3d ?
If yes, as you can see the frameCount differs from what is said in the readme provided with the model. How did you do to use the good frame intervalles ?
Kayl

Post by Kayl »

I have looked in your sourcecode and you're using 90,820 for the walk animation.
How did you find thos values ?
kaeles-notlogged

Post by kaeles-notlogged »

wow, your cool... lol, i looked at the other zombie simulator thing as well, it got me really interested in how you would make ai and stuff (before i was just like well, bleh)

your zombie thing got me really wanting to try some stuff, so i think i will look at your code and such and see if i can get some ai stuff going on!!!

thanks for the inspiration (my coding has been lacking of late, and i just didnt feel like doing anything with it, but my interest has been resparked!)
saigumi
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Post by saigumi »

Doing "odd" projects is how I've been learning. I also have a boid simulator running, but lost most of the code due to forgetting to add it to source control and then deleting the directory thinking that I had put it in source control.

The reason I posted it so early in development is that I have a nasty habit of losing things in horrible ways before I can get it out to someone else.

I've been working on a state diagram set for the project as well in Visio. It's exactly the same as the diagrams I used to draw for designing small machine logic arrays (FPGA - Field Programmable Gate Array) for soda machines and such.
Crud, how do I do this again?
afecelis
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Post by afecelis »

cool work Sai! :wink:
Midnight
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Post by Midnight »

great I just wasted more time lol

this is one of those great little AI minigame example things that really make for great in game minigames and such...

great project.. nice demo 8)
saigumi
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Post by saigumi »

Be prepared to waste more time starring at it. In the plans is that once Humans are 20% of the Zombies, they become armed and start blasting zombies, paniced humans, etc...

The AI is the main piece, my flowchart tripled in size when I started adding logic for handling less thought of things like people being blocked, panicing when armed, and such.

All I added in the last two days was humans that wander, panic when they see zombise or other paniced humans, and get eaten and turn into zombies. When a human panics, they turn 180 degrees during one turn and run for 3 turns, which means they get stuck on the walls and become zombie prey. Zombies panic when they see humans and run after them. Until I add more obstacles, the only ways that people get eaten is when they run into a wall or get stuck behind some unpaniced human that is looking the other way. The best thing I've see so far is a human that was on his second turn of running had another one step into his way and block him. The blocking human didn't see the panic and spent two turn rotating the other way which gave a zombie a chance to catch up and chomp.

Pharoseer supposed to be making me an actual human, but until then, it's just the zombie model and texture spraypainted orange on the head and there is no blood when the zombies bite them.
Crud, how do I do this again?
IainC
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Post by IainC »

Hi,

Could you possibly provide details of how you derived the frame loop values?

Loading the model in MilkShape I see the loop points as 2-20 for the walk anim, as the ReadMe from http://www.psionic3d.co.uk/ says, but in Irrlicht that just gives wierdness.

I'd like to use this model too and I want to get at the other anims :)

Many thanks.
I.
www.coldcity.com|ninjastyle
area51
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Post by area51 »

Code: Select all

node->setFrameLoop(90, 820);
node->setAnimationSpeed(240);
Roughly multiply the frame by 42, or trial and error
________
Universal health
Last edited by area51 on Tue Feb 22, 2011 1:07 pm, edited 1 time in total.
IainC
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Post by IainC »

Nice one, many thanks :D
www.coldcity.com|ninjastyle
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