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Ai Engine?
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Original Post
I guess I don''t know what an "AI engine" is then *shrug*.
I''m really new talking to people about programming. I don''t know all the terms people use related to programming. I''m mostly a programming book worm, and I''ve had 4 years hands on experience programming in c/c++. Most of the game ideas I use now I learned on my own before I ever read about them, so I kinda came up with my own naming conventions.
I''m really new talking to people about programming. I don''t know all the terms people use related to programming. I''m mostly a programming book worm, and I''ve had 4 years hands on experience programming in c/c++. Most of the game ideas I use now I learned on my own before I ever read about them, so I kinda came up with my own naming conventions.
I have worked with the whole multiple personnality thing. I found it is relatively easy to implement, and you don''t even really need to hard code a lot of it, let the game determine each individual ai''s mental state based on stuff life, health, ammo remaining, proximity to enemy, proximity to friends and support, visiblity (can it clearly say the player, can the player see it, etc). It is suprising how much variance you can get with a relatively simple model
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I''ve thought of a AI engine, but not done it sofar.
(I''ve a 2d/3d to get working actually)
However there are some AI engine sold by professionnal, so it''s possible to make one.
One of them (the most adavanced I know) is DirectAI, made by a frensh firm.
-* Sounds, music and story makes the difference between good and great games *-
(I''ve a 2d/3d to get working actually)
However there are some AI engine sold by professionnal, so it''s possible to make one.
One of them (the most adavanced I know) is DirectAI, made by a frensh firm.
-* Sounds, music and story makes the difference between good and great games *-
quote:
Original post by WhatEver
I''ve made one AI, and I find them fun to make.
Ah, you seem to use ''AI'' as some sort of noun referring to an actor in the game that isn''t player controlled. Quite a few people do this, but I prefer to call them NPCs (Non-Player Characters) to distinguish them from generic AI which is generally just your system for making so-called intelligent decisions for those NPCs. Of course, as long as you understand what everyone is talking about, that''s fine.
Adding AI to a game? www.gameai.com, logically enough
Look here on gamedev... one of the things on the main page says something like programming resource. If you do a search for AI, you get tons of stuff! It is probably a good idea to do a search for a specific type of AI.
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Kylotan, I''m not sure what you mean exactly. The AI(I need to no more about the NPC definition) that I made was controled by states, as is my player, but I control my player states through KB commands. My enemies are controled by things that happen on the screen. My origional idea was to make the way he reacts to things on the screen change when he''s at a certain level of health, ie full health=timid, 75% health=timid, 50% health=cautious, 25% health=kamakazi
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Imagine this to be an Asteroids game with free floating characters.
Details of the AI went like this. If the space ship was greater than the small sphere(real close to player), and less than the attcking sphere, the AI would fire his weapons at me for 1.5 seconds, then back up for a fraction of a second, spin exactly 180 degrees from the enemy, then re-attack once it came back within the attack sphere. If the enemy came within the players small sphere, it would stop shooting and fly in revers to avoid hitting me.
I also made it possible for enemy characters to lock on and kill other enemy characters if one of their bullets should hit them :D.
Is what I described an AI?
Did you think I was calling "a character" an AI instead of saying "AI"? Funny, that''s probably what you meant when you spoke of it being a noun. Anyway, I had to clear this up so I know what to say in the future.
Imagine this to be an Asteroids game with free floating characters.
Details of the AI went like this. If the space ship was greater than the small sphere(real close to player), and less than the attcking sphere, the AI would fire his weapons at me for 1.5 seconds, then back up for a fraction of a second, spin exactly 180 degrees from the enemy, then re-attack once it came back within the attack sphere. If the enemy came within the players small sphere, it would stop shooting and fly in revers to avoid hitting me.
I also made it possible for enemy characters to lock on and kill other enemy characters if one of their bullets should hit them :D.
Is what I described an AI?
Did you think I was calling "a character" an AI instead of saying "AI"? Funny, that''s probably what you meant when you spoke of it being a noun. Anyway, I had to clear this up so I know what to say in the future.
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