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2D AI tutorial

Started by SikCiv Aug 15, 2001 at 12:24 AM 2 replies 300+ views
Original Post
SikCiv
SikCiv
I''m implementing an AI system in my platform game and have worked out most of the routines involved, though I am not sure about how to do a couple of things to make the AI accurate therefore I was wandering if there is a tutorial on the web somewhere regarding 2D Artificial Intelligence, specifically the level path routing? Could I use BSP from the tut in GameDev or is that only for 3D games?

  Downloads:  ZeroOne Realm

  Downloads:  ZeroOne Realm
SikCiv
SikCiv
Its a great tutorial, though unfortunately its not exactly what i''m looking for, though it may help me understand things better

My overall system works by splitting the level up by the size of the screen, where each screen has pass flags for the N,S,E, and W sides. When a character passes through a side, the flag is set. My current problem is a bit more in-depth, the basic path of the character uses the screen sized grid system - which works fine, but now I have to work out how the characters decide on which platforms to jump on, and at the same time account for jump velocities, action automation, and dead-end re-routing. I''ll work it out sooner or later.

  Downloads:  ZeroOne Realm

  Downloads:  ZeroOne Realm
Colin Jeanne
Colin Jeanne
Thanks =)

I understand what you''re trying to do. I would try to impliment some way to have the AI guess what would happen if it jumped on a certain pad.

If you have some way for the jump pads to tell you what would happen at certain velocities and have the AI test out what happens and where it goes if it jumps at the max velocity it can make for the jump (assuming the AI has to accelerate). That way, the AI has at least some sort of idea if the jump pad is a good idea or not.

The jump pad idea is an interesting concept.

Invader X
Invader''s Realm

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