Original Post
Hey guys I'm going to write the next version of my race game called TubeRunner. The game is about racing your vehicle through a tunnel circuit, picking up powerups, dodging obstackles and ramming your opponents to death. Sometimes it's possible to move your vehicle up the wall, over the ceiling and down the other side. The current version of the game doesn't have any opponents, but I want to introduce that in the next version. I also want to rewrite the whole "Racetrack system". I want to develop a tool that allows you to make racetracks quickly. One problem i'm facing is that I have to take care of the AI. The AI needs data about it's enviroment (which is a freeform world, almost no constraints). It's obvious that the geometry of the track is not usable for AI. During the creation of a race track, there might be some high level data availalbe about the track. To mention a few things: -> The spline that defines the flow of the track -> Some anchors along the spline that define the radius of the tunnel and possible the shape of a cross-section at that point. -> Some information about how to build the segment-geometry between these anchors. This could be enough data to generate the geometry (and a lowpoly representation that will be fed to the physics engine). However, I probably need additional high-level information to be able to extract usefull data for the AI. How can this be done? What kind of AI-data representation is suitable for this game and what kind of data must be provided by the user to generate this information? Thanks a bunch!