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Re: Intense Ai: New Demo!!! Win A free copy.
[Re: testDummy]
#56362
09/30/05 10:09
09/30/05 10:09
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Joined: Jul 2004
Posts: 1,205 Greece
LarryLaffer
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Hey testDummy, I guess you don't have that nickname for nothing, you pulled a nice test there.. Con C: I won't lie to you, I saw this happened on my machine too. Because(I'm guessing) you and me both have slow machines, the bot tried to pathfind somewhere far, so to keep the pc from lagging he splitted the pathfinding load between frames, thus taking him a while before he decided to move. This will be fixed with the new 3d Pathfinding Con E: Funny you mention that, I have some really cool taunt animations on that model and I wanted to make a taunting goal, but I didn't had time. I won't reveal to much though, maybe I'll do it and put it in another demo along with 3d pathfinding and the release version. Con F: No it doesn't.. It's a very effective and legit method for dodging.. It may appear unnatural to an old WW2 game(so I'll have different attack tactics available in the release version) but for an Arena game I think it's good. This tactic is called Circle Of Death.. I'm not making the name up my a$$, it really exists:) Th rest cons I don't care, lol.. crosshairs and stuff like that, you can change through WED or whatever.. I'm making the Ai here.. and I explained about the difficulty before... Quote:
I wish I could earn a free copy or , at the very least, learn something new. (I trade you one slightly used "whitehouse" level, complete with a George W. Bush, secret service men and Dick Chaney.)
oh I don't know.. The free copy was meant to go to the person who beats the level and it already went to juppp. But I'll let you know if I get to need that WhiteHouse level later.. it sounds fun... If I do, I'll trade you a copy for it..
cheers, Aris
PS: Lost, optical mouses have tails as well. You're talking about a wireless mouse. Sometimes optic mouses do that, but I doubt they'd do it every single time you open my demo
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Re: Intense Ai: New Demo!!! Win A free copy.
[Re: LarryLaffer]
#56363
10/02/05 13:23
10/02/05 13:23
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Joined: Jul 2002
Posts: 3,208 Germany
Error014
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Joined: Jul 2002
Posts: 3,208
Germany
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Lost, do you use a joystick or gamepad? If so, try unplugging it. I remember that I had a similar problem in ancient times and I solved it like that.
Perhaps this post will get me points for originality at least.
Check out Dungeon Deities! It's amazing and will make you happy, successful and almost certainly more attractive! It might be true!
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Re: Intense Ai: New Demo!!![OFF TOPIC]
[Re: Error014]
#56364
10/02/05 16:39
10/02/05 16:39
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Joined: Mar 2003
Posts: 3,010 analysis paralysis
NITRO777
Expert
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analysis paralysis
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Did someone attach a file to this thread title? Everytime I hit the link I get a network password dialog box to a place called "shared.poizonsrealm.com" I looked up the www.poizonsrealm.com and it is all German. Anybody else getting this?
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Re: Intense Ai: New Demo!!![OFF TOPIC]
[Re: Tester]
#56368
10/25/05 13:50
10/25/05 13:50
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Joined: Jul 2004
Posts: 1,205 Greece
LarryLaffer
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Hi!
I'm hoping somewhere within this month. It might be closer than that but I try to put longer deadlines that will be easier for me to actually keep them.
Here's a rough plan of what I have scheduled until the release of the Standard version of Intense Ai:
New 3d Pathfinding. DONE Collision avoidance. 1-2 days work Basic Hearing-Seeing-Feeling Senses. 3-4 days work Release of New Demo with player + 2 Ally Bots against several Enemies in a WW2 Scenario Game. (Something like Call of Duty. More Realistic Behavior and easier Bots than last demo. Expected to have at least 20-30 Enemies inside to prove that Intense Ai can handle a big number of Bots simutaneously with no fps drop.) Level half way there. And will take me less than a day to put everything together.. Tidy Up Code, Comments, etc.. 1-2 days work.. Type Documentation, Tutorials, Optimise WED Customisable Panels. 3-4 days work. Beta Test, debugging. 1-2 days work..
So you see, I'm getting there... wish me luck, and keep checking in for more updates. We'll also have a Website in a few days featuring all Intense Illusions products and a nice forum where I'll also give support for Intense Ai.
Cheers all, Aris
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Re: Intense Ai: New Demo!!![OFF TOPIC]
[Re: LarryLaffer]
#56369
10/25/05 14:05
10/25/05 14:05
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Joined: Mar 2004
Posts: 216
YeaWhatever
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Member
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Posts: 216
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Hi Larry,
I am sure that I speak for everyone here when I say that I cannot wait. A good, plugable AI has been needed for a long time. Let's face it, AI is the quite possibly the most challengine aspect of game writing, especially if it can handle all three dimensions. I am really looking forward to seeing your project in action.
Joe
Windows XP, SP2
Commercial Edition V6.31.4
Pentium 4 CPU 3.4Ghz (2 CPUs)
510MB RAM
NVIDIA GeForce FX Go5200 64MB
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Re: Intense Ai: New Demo!!![OFF TOPIC]
[Re: YeaWhatever]
#56370
10/27/05 13:09
10/27/05 13:09
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Joined: Nov 2002
Posts: 825 from the 'Burgh to Denver
CBuilder2
Developer
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Developer
Joined: Nov 2002
Posts: 825
from the 'Burgh to Denver
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Aris, I am looking forward to it as well. I was happy to learn you made it configurable in WED like the A6 templates. Stop reading postings in the forum; get back to work! CBuilder
Last edited by CBuilder2; 10/27/05 13:10.
Total_Stupidity = (Ben_Roethlisberger + Motorcycle) - Helmet
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Re: Intense Ai: New Demo!!![OFF TOPIC]
[Re: CBuilder2]
#56371
10/28/05 14:58
10/28/05 14:58
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Joined: Jul 2004
Posts: 1,205 Greece
LarryLaffer
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OP
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Posts: 1,205
Greece
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Hey guys, I just made a demo of the Pathfinding I did for Intense Ai to show to the good people at CIDER and I thought I'd post it here too. Here's a screenie: This is an implementation of the Points Of Visibility+Dijkstra technique and I'll be using it for the Standard and Extra Versions of Intense Ai. Versions from Commercial and above will be using a more advanced NavMesh+A* technique which doesn't require Node Placement at level design and is much more robust in complex levels. The NavMesh technique is what I was aiming to do for the Standard version since I'm not too fond of precompiled Nodes and all, but I figured out it would push the release date of the Standard version at least 2 months behind.. Anyhow, having said that, besides from having to place nodes manually, this is a really fast pathfinding implementation which will support lots and lots of Bots with no problem at all and will produce excellent paths. In addition, I've made sure to keep the phase of Placing Nodes as easy as possible. All you have to do is scatter around some node models in your level and you're good to go. No need to define connections, edges, skills or anything else which takes most of your time. All this is done automatically. I'm also working on the idea of a Node Editor. If I see that this is nesseccery I'll have to implement that too. So here's the demo. At startup, you'll get to see the full graph created. Green things are the nodes. Red lines are the Edges. X marks the spot. By left-clicking you get the agent to move there. by Pressing F7 you get to toggle between top view and First Person View. Have fun. Aris
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