Game Development Community

Paths

by Badguy · in Torque Game Engine · 01/26/2002 (9:34 pm) · 6 replies

Hi :)
im just wondering if anyone is doing anything on the path code currently in place ..
I have the basic ai running around following some basic objective's


now while none of it is perfect nore great
I now want them to do the path thing.. so ive gone about it by examing what path code that is in place and im sure im loading the path I place in the interior but it doesnt render at this point in the editor
im currently creating flight paths so first ill have to fix interior paths first if anyone else is working with this
or wants to get where I am, I could post a tut with the code ive put into place

just looking for input or knowledge of the path code either way :)
thanks in advance

#1
01/27/2002 (7:00 am)
I for one would be very happy to know what you did to get where you are.

I'm currently reforming the game into a single player experience. Adding bots/enemies would be a great addition!

Many thanks in advance!
#2
01/27/2002 (7:22 am)
The fact that the AI code has returned indicates that GG is working on it. I suspect (and GG can fell free to comment on this ) there will be some AI work done in their upcoming demo.
#3
01/27/2002 (5:34 pm)
Ok michael ill be sure to create a simple tut explaning what ive done and providing what ive added :)
gimme some time to whip it up ..
err i just finished a vehicle tut realizin Dont put spaces in the uploaded filename :(
ill give it a day to get fixed .. then ill repost it ..
when i post the ai tut
#4
11/21/2002 (1:26 am)
I would love to see that tutorial, I'm currently working on getting Dijkstra's weighted graph algorithm into interiors... (going to have to add a new AI_Node type that can have multiple connections to other AI_Nodes)

It's probably gonna be a bit of a pain to set it up in the interiors, but when done, you could tell the AI to go to a named AI_Node (say... Node_SiperHole) and the AI would find the shortest path to the node and start a walking...
#5
11/21/2002 (4:40 am)
AI is usually much more responsive with some sort of heuristic search, such as A*, which is the undisputed champ of pathfinding these days.

If I were you, I'd read up on it before forging ahead with Dijkstra's algo.
#6
03/09/2005 (1:32 pm)
So how would I start creating a "bot" that plays a cyclic walking animation and then plays a "death" animation upon collision with a car? I'm an artist so scripting isn't my fortay. Thus I could use any advice you can provide.Thanks