advanced ai made easy and new flight sim with ai

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omaremad

advanced ai made easy and new flight sim with ai

Post by omaremad »

hii people

a few hours of reasearch have led me to this very good ai code that can be implemented in any engine

http://www.ai-junkie.com/architecture/s ... tate1.html

the code is there all we have 2 do is mod the functions to work with irrlicht

(all the state and classes rdy made)

ie

find-distance 2 player

can be done via line drawing between enemy and player then getting its length


look at player

can be done via rotation and lookatrh matrix

???

please help me im a noob

lets make an fps ai allof us eto get this engine into some thing useful :P


heres the flight and combat sim i made

has simple ai
and perpixel effects

cool light and global particle menu

source included look how generous iam :oops:

8mb

get it now

http://uk.geocities.com/omar.emad@btint ... rsgame.zip
:D

omaremad all the way from egypt
/\
/ \
Emil_halim
Posts: 518
Joined: Tue Mar 29, 2005 9:02 pm
Location: Alex,Egypt
Contact:

Post by Emil_halim »

omaremad:

your link
http://uk.share.geocities.com/omar.ema ... sgame.zip

was broken, check it out please.
darkraven
Posts: 29
Joined: Sat Mar 06, 2004 5:54 am
Location: Florida
Contact:

Post by darkraven »

go here http://uk.share.geocities.com/omar.emad@btinternet.com/

then add omarsgame.zip to the end.

http://uk.share.geocities.com/ has offsite direct file dowloading blocked
Emil_halim
Posts: 518
Joined: Tue Mar 29, 2005 9:02 pm
Location: Alex,Egypt
Contact:

Post by Emil_halim »

darkraven wrote:go here http://uk.share.geocities.com/omar.emad@btinternet.com/

then add omarsgame.zip to the end.

http://uk.share.geocities.com/ has offsite direct file dowloading blocked
still can not get it.
Guest

Post by Guest »

works 4 me

just

type
http://uk.share.geocities.com/omar.emad@btinternet.com/

press enter

then add omarsgame.zip at the end
omaremad

Post by omaremad »

Come on we have to start writing the ai :evil:


heres the vision code

can make enemy not see through wallls

/////////////code
core::line3d<f32> line(start, end);

// get intersection point with map

if (sm->getSceneCollisionManager()->getCollisionPoint(
line, mapSelector, end, triangle))
{
// collides with wall
//insert patrol/idlecode
}
else
{
// doesnt collide with wall

/get distance from player
int dist = (end - start);
if (dist<100){
///attack
}

}

/////////code

can some 1 help me now with making itin to a class so it doest need 2 be reprogrammed per enemy

omaremad
keless
Posts: 805
Joined: Mon Dec 15, 2003 10:37 pm
Location: Los Angeles, California, USA

Post by keless »

Omar, please stop posting in the Advanced topic forum. Any thread where you write 'Im a noob' should definately go into Beginners.
a screen cap is worth 0x100000 DWORDS
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