Game Development Community

Advanced AI

by Curtis Murray · in Torque Game Engine · 09/27/2009 (1:54 am) · 25 replies

Hey all,

A friend of mine and myself have managed to create some simple AI Bots within our Torque Environment.

1) Grunt like Orc: Runs at you and when close enough, stops to fire at you until you are dead/he is dead.
2) Berserker like Orc: Runs and shoots at you at the same time until you are dead/he is dead.
3) Sniper like Orc: Stationary and when within a certain range, he will fire at you from long range until you are dead/he is dead.

Now I am having no problems with them and they all work fine, just I am now looking to make them a little more advanced. For example, when the Grunt or berserker run into a wall, they are not smart enough to go around it to get to you.

If anyone knows of any tutorials around the web that could help me with this, I would appreciate it.

Thanks a bundle!


P.S. Also looking for a tutorial on how to create spawn points for AI.
Page«First 1 2 Next»
#21
09/28/2009 (7:07 am)
Just to be clear, I don't agree ith Twisted's assertions about navmeshes and illusion over simulation. (I choose to ignore those comments :P.) I'm just saying that I think he's technically correct. If you want your game's scope to be limited, the interactions predetermined and designer-controlled, and the AI responses limited to the small number of things you absolutely have to determine on-the-fly, then yes... navmeshes are irrelevant.

It's just that I think games should be the opposite of all that. So... yeah.
#22
09/28/2009 (12:37 pm)
@Andy Rollins

I have neither the time nor desire to go through your messages point by point, so I'm just going to summarize. Some of your points are correct, most aren't. In fact I've already addressed most of your points in my previous posts. And if you are just going to ignore half of what I write, there's no point in this conversation going on any further.

But in order to keep The Universal AI Starter Kit as the best AI system available for Torque; in a future update, I'm now planning on adding in optional support for Recast. The user will be able to choose whether they wish to use the original obstacle avoidance system or the new Recast nav-mesh system.
#23
09/28/2009 (6:54 pm)
lol Twisted - you mean all the points are correct and suddenly now you've changed tact from NavMeshs being unneeded and requiring them just "poor game design", gotta smile on that one but heh it's great your sticking to your guns.

And sure Recast works very nicely with Torque as I demonstrated in my recent blog, maybe you'll need an editor too.

As for the best system available - that's a very subjective matter as it all depends on what you're trying to accomplish (games are so very different from each other), for me the best solution right now is the ImmersiveAI resource with it's Goal based architecture for others that require Seek, HIde, evade, wander functionality it might be Dan Kellars resource and for others it migh tbe your pack.

At some point in the near future who know it may even be my own resource/pack that some consider best for them!
#24
09/29/2009 (12:46 am)
Quote:At some point in the near future who know it may even be my own resource/pack that some consider best for them!
Or mine! :P


Twisted - that's good to hear. I'm planning on integrating Recast myself, so it might be the case that your pack saves me a bit of work. I might just do it myself though, as a learning experience.
#25
09/29/2009 (1:52 pm)
having only recently started with A* for my ai, I am using Dan Keller's A*, in T3D, with the Universal AI Starter Kit, with some small changes, they all play nicely together.

just as a btw.
Page«First 1 2 Next»