Cargame... opponents. AI Lib?

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fnolis
Posts: 10
Joined: Thu Jun 24, 2004 8:25 am
Location: Sweden

Cargame... opponents. AI Lib?

Post by fnolis »

Anyone that have done a cargame with AI oppenents...? What AI lib did you use? or did you write your own? Any suggestions?
Guest

Post by Guest »

none that I know of.

But shouldn't car AI be fairly easy - checkout www.gamedev.net and search for AI there. Also look at some books on this
Firemorph
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Joined: Mon Jul 19, 2004 2:57 pm
Location: Norway
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Post by Firemorph »

also take a look at http://irrlicht.sourceforge.net/phpBB2/ ... c.php?t=97. There's links to some good AI libraries. I'd imagine AI for a cargame would not be as hard as for e.g a FPS.
I think you'll do fine with just a pathfinder. Make a path along the middle of the road, give the opponents some freedom around this, but make sure they just follow the path.
heh, that text became pretty crappy, but it's 01:00 over here, and I'm getting tired!
Tyn
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Post by Tyn »

Yeah, if you can get a racing line and have the cars stick to it as closely as possible you can account for driver skill with how close they stick to the racing line. Add in some accounting for what it should do if a car gets within a certain distance of them and the direction they are in and you have a game. I'd be more worried about the car physics if I were you :) If you wanted to, you could always hard code a racing line into the maps you create, maybe a cheap hack but at least you can determine the line they should follow and so not get any weird behavior.
Firemorph
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Post by Firemorph »

Agree with Tyn there.
Some years ago, I was working with a game with Genesis3D, and some guy wanted to make a car game, the physics became his doom... :p
Check up car physics for games or something at google!
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