Game Development Community

AI in TGE or Other

by John McKinney · in Technical Issues · 01/09/2007 (6:16 am) · 5 replies

HI all,
I bought TGE with the knowledge it has limited capabilities regarding AI and I was not put off by this, because of what I read in this forum such as the work by decrpytoid.

I am completely new to programming, and TGE - I have purchased the Finney books and Maurina's is on its way.

However are there any good tutorials or open source AI systems that can work with TGE.

My AI interest is more educational/research rather than gaming. I would like to develop a program that could have a large number of bots (up to 10,0000) most with similar behaviours but competing for space like a large pop concert evacuation type simulation, . Can anyone offer some starting guidance

Many Thanks John

#1
01/09/2007 (6:41 am)
Here is a starter for you.

http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10278

Maybe you should consider use a lower bot count then 10000 :)
#2
01/11/2007 (12:34 am)
Thanks Alienforce, but for some reason I cannot access KillerKork even though i own TGE1.5? it is only acailable for the TGE1.4.2 users.
#3
01/11/2007 (7:13 am)
Actually, for this simulation, I would have initially chosen TGB or BlitzMax and figured the initial flocking algorithms in 2D with collision obstacles (moving over seats in a stadium is slower and in a state of panic, footing not as sure as the stairs which are being rushed). You could create the 2D prototype and figure out the algorithms (AI algorithms are non-trivial, especially in advanced flocking situations). Then take what you have learned and jump into the 3D realm, which will add a whole slew of pathing problems.
#4
01/22/2007 (5:35 am)
Thanks David for you reply, I will look at TGB.

Just for curiousity do most TGE owners also have TGB?
#5
01/22/2007 (6:07 am)
I wouldn't say that most TGE owners also have TGB.