Starting point for Advanced Ai coding
by Drew Madsen · in Torque Game Engine · 07/17/2009 (9:49 pm) · 2 replies
I'm looking to start making coding for AI in my group projects.
What I'm looking for is one or more starting points where I can
learn some methods or concepts to create my own Ai programming.
I can currently do Patrols, and Following Ai, but they are very
ridged and only are ever walking, when see enemy follow and shoot.
It is really simple, just patrol a circuit of way points or follow a character.
What sort of base AI would I need in order to get AI to take cover,
and know how to navigate an environment to get to a way point.
I currently own TGE, and am considering upgrading to TGEA.
What I'm looking for is one or more starting points where I can
learn some methods or concepts to create my own Ai programming.
I can currently do Patrols, and Following Ai, but they are very
ridged and only are ever walking, when see enemy follow and shoot.
It is really simple, just patrol a circuit of way points or follow a character.
What sort of base AI would I need in order to get AI to take cover,
and know how to navigate an environment to get to a way point.
I currently own TGE, and am considering upgrading to TGEA.
About the author
#2
aigamedev.com/
They recently changed over to a subscription base which is unreasonably high, but still good info and the forums are open.
Also have you seen the following resources, they are good basic starting points.
www.garagegames.com/community/resources/view/6773
www.garagegames.com/community/resources/view/15320
07/17/2009 (10:29 pm)
If you are also interested in outside reading this site is good:aigamedev.com/
They recently changed over to a subscription base which is unreasonably high, but still good info and the forums are open.
Also have you seen the following resources, they are good basic starting points.
www.garagegames.com/community/resources/view/6773
www.garagegames.com/community/resources/view/15320
Associate Steve Acaster
[YorkshireRifles.com]
Taking cover, they'd have to detect a threat and then find a point where the threat cannot see them. Killer Kork has some basic threat detection.
Navigating would be pathfinding, I really liked this resource.
www.garagegames.com/community/resources/view/14495