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Re: Intense Ai: New Demo!!! [Re: LarryLaffer] #56422
12/14/05 16:49
12/14/05 16:49
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
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FoxHound  Offline
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Joined: Jun 2004
Posts: 2,234
Wisconsin USA
Melee weapon bad guys please! Some badguys could come at you with knight sticks.


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Re: Intense Ai: New Demo!!! [Re: FoxHound] #56423
12/14/05 19:42
12/14/05 19:42
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline OP
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LarryLaffer  Offline OP
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Joined: Jul 2004
Posts: 1,205
Greece
roger that


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Re: Intense Ai: New Demo!!! [Re: LarryLaffer] #56424
12/14/05 23:46
12/14/05 23:46
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
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bupaje  Offline
Expert

Joined: Aug 2002
Posts: 2,692
California, USA
Hi Aris. Good to see this coming along, sounds really interesting. I wish you luck with this (and with school).

I haven't played many shooters (not even Quake if you can believe it) so don't know if this is an idea you already considered but I was wondering if you can use your enemy and ally ai's to create the equivalent of surveliance devices; basically enemies or allies without the attack ability. So this way your player could have a couple of sensors he could fire -say in an area that he thinks might be a trap- and he shoots the sensor down the hall. The sensor would act as one of his allies, maybe with limited range but might add to his line of sight so he now sees the guy hiding around the corner. Similar version could be used to 'power' electric eyes, motion detectors, security cameras or even attached to enemy vehicles.

All the best.


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Re: Intense Ai: New Demo!!! [Re: LarryLaffer] #56425
12/15/05 00:01
12/15/05 00:01
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline OP
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LarryLaffer  Offline OP
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Posts: 1,205
Greece
Bupaje,

Sure thing.. Although I wouldn't use the full Intense Ai code for that. I think I'd make a new Sensor action instead and reuse some of the functions that my Agents use for spotting an enemy. I'll think more about that for later versions. It's a nice idea.

So anyway, since I promised updates from now on, here's the first one!

I begun to optimize my code FPS-wise and tried to cut down in some of those costly instructions like c_trace, execute, etc..

First thing I looked in was my collision avoidance algorithm. It worked like this. Every moving agent would cast c_traces ahead of it for every single frame to check for obstacles. If the c_trace was blocked it would cast more c_traces to find out if the obstacle found was 'climbable' or whether it would have to go around it. Not only was that killing the FPS, in some cases it wouldn't work at all! Some Agents kept getting stuck to each other. So I scratched it and worked on a new approach!

It works with Repulsion vectors considering all the Dynamic entities which are close to the Bot. Every nearby obstacle casts its repulsion vector towards the agent, whith a magnitude relative to the distance between the obstacle and the Agent. All Repulsion vectors are then summed up and added to the direction vector which comes up with the Desired velocity. The velocity vector is then converted to a Gstudio angle and makes for the new direction of the agent.



Blue: Vector Pointing to Destination
Yellow: Repulsion Vector
Red: Repulsion Vectors Sum
Green: New Direction Chosen(velocity vector)

a Team, following their leader




Thus, no c_traces made for collision detection! I get a much better fps now, and this system worked for every possible situation I tried it so far.

With this out of the way, I'm now ready to build my Jailhouse level. I'll keep you posted .

Aris

Last edited by LarryLaffer; 12/15/05 00:28.

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Re: Intense Ai: New Demo!!! [Re: LarryLaffer] #56426
12/15/05 00:38
12/15/05 00:38
Joined: Jul 2005
Posts: 74
redneck country
BoliverShagnasty Offline
Junior Member
BoliverShagnasty  Offline
Junior Member

Joined: Jul 2005
Posts: 74
redneck country
Looks Good. I can't wait to get the finished version. Keep up the good work.

Re: Intense Ai: New Demo!!! [Re: BoliverShagnasty] #56427
12/15/05 03:05
12/15/05 03:05
Joined: Jun 2005
Posts: 734
Under your couch
Silent_Assassin Offline
Developer
Silent_Assassin  Offline
Developer

Joined: Jun 2005
Posts: 734
Under your couch
Aris i dont completely understand what your saying except for a faint idea but well done on reaching this far and once again i cant wait for this to be completed and released

Silent_Assassin


Visit us at www.m-tec-development.com WIP - Urban Conflict
Re: Intense Ai: New Demo!!! [Re: Silent_Assassin] #56428
12/15/05 03:24
12/15/05 03:24
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
Expert
FoxHound  Offline
Expert

Joined: Jun 2004
Posts: 2,234
Wisconsin USA
Woo hoo! People beating each other with sticks! What more could you ask for?


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Re: Intense Ai: New Demo!!! [Re: FoxHound] #56429
12/15/05 04:38
12/15/05 04:38
Joined: Jun 2005
Posts: 734
Under your couch
Silent_Assassin Offline
Developer
Silent_Assassin  Offline
Developer

Joined: Jun 2005
Posts: 734
Under your couch
people beating each other with guns


Visit us at www.m-tec-development.com WIP - Urban Conflict
Re: Intense Ai: New Demo!!! [Re: Silent_Assassin] #56430
12/15/05 14:41
12/15/05 14:41
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline OP
Serious User
LarryLaffer  Offline OP
Serious User

Joined: Jul 2004
Posts: 1,205
Greece
Thanks eveyone!

ok, while you wait, I have an idea for keeping this thread alive.
Since I'm now building my own 'game' and I'm in the proccess of figuring out if I forgot something vital for the first version(like I would forget the melee weapons without FoxHound reminding me) I want you all to post here with a description of your game of which you need Intense Ai for..

Don't go crazy.. Something brief, that will get me in the mood, and see if Intense Ai will cover your needs.. something like that:

Name: JailBreak!
Genre: First Person Shooter
Description: Player escapes from prison, in modern age, fighting his way through with any weapon he finds on his way.
Ai Needs: Player Allies. Ai must be able to grab weapons from ground and use them, both melee and ranged. Ai must be able to spot you in order to attack you.Bad guys must be able to follow a path when Guarding.

things like that... If you want to throw a screenshot as well to put me in the mood, feel free:)

cheers,
Aris


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Re: Intense Ai: New Demo!!! [Re: LarryLaffer] #56431
12/15/05 17:50
12/15/05 17:50
Joined: Jan 2005
Posts: 1,918
BagEnd, Hobbiton, The Shire, E...
B
Bilbo Offline
Senior Developer
Bilbo  Offline
Senior Developer
B

Joined: Jan 2005
Posts: 1,918
BagEnd, Hobbiton, The Shire, E...
Name: Wartorn
Genre: First Person Shooter:
Description: In a near apocalyptic planet similar to ours a brutal world wide civil war has erupted splitting the populace into two factions. After witnessing the death of everyone he knew one civilian decideds now is the time to do his part. After his entire training unit is wiped out our recruit is left out alone and has to fend for himself, whilst discovering a deeper darker secret behind the rebels actions....
AI: umm pretty much what you said along with bupaje's ideas, along with stationary weapon emplacements and smart tactical AI who are also capable of acting in mobs or against multiple factions of opponents.


http://Lonewolfstudios.syxe.com - now in php! Bah, I'm nerd enough to enjoy the rattling ~ laethyn
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