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Purpose of AIManager?

by Chris Garrett (CG) · in Torque Game Engine · 11/05/2003 (10:48 am) · 9 replies

I noticed that AIPlayer is using AIManager now. What is the purpose for doing this? Is this just for thinking for the AIPlayer? or is this a start for managing many AIPlayers?

Thanks

CG

#1
11/05/2003 (12:27 pm)
You'll have to wait and see. ;)
#2
11/08/2003 (10:25 am)
Oh thats not nice..... You got a hint? :D
#3
11/08/2003 (10:54 am)
Probably for coordinating multiple ai players. Right now it's kind of limited as the aiplayer code has no way of overseeing all aiplayers.
#4
11/08/2003 (1:02 pm)
It's a script simobject, so probably it will include methods for registering aiplayers, etc.
#5
05/17/2004 (5:46 am)
Can anyone shine some light on the use of AIManager this since its been a few months from the last post?

Thanks,
Nick
#6
05/17/2004 (9:27 am)
It manages the AI. That's all. :)
#7
05/17/2004 (10:11 am)
What's coming with the AI because I've been doing some work too!!? I cant imagine its a TSE related thing. Is GG coming out w/ an AI module as well!??!!!


-s
#8
05/17/2004 (10:18 am)
My guess is that GG is working on the latency that a large number of AI players causes. AFAIK, there's a lot of duplicated overhead spawning script-controlled connections and this might manage them more intelligently -- Much like the texture manager reuses already-loaded textures to conserve memory use, and so on.

If so -- Kick booty. This was my other big "blah!" about the Torque engine...The inability to support a truly large number of script-controlled objects.

But then, I've been out of the loop about Torque for a while, so maybe this stuff has already been addressed in the current HEAD...
#9
05/18/2004 (12:55 am)
Damnit Ben, now you got me wondering...