Search found 312 matches

by Electro
Mon Aug 01, 2011 11:56 pm
Forum: Artificial Intelligence
Topic: Bots, the pros and cons, what are they for you?
Replies: 20
Views: 20639

daemonicky: Why not QuakeC? With all the engine extensions available, I don't see why it's not viable. I prefer to hear your personal opinions from what you would expect, thanks for the links though. Routing that takes into account nearby sub-goals, cool :) Different strategies, agreed. Anticipation...
by Electro
Mon Aug 01, 2011 12:15 am
Forum: Artificial Intelligence
Topic: Bots, the pros and cons, what are they for you?
Replies: 20
Views: 20639

Bots, the pros and cons, what are they for you?

I'm looking to develop a rather extensive bot, with the goal of being as human-like as possible. I thought I'd put the questions out there... what do people look for in a bot to make it really distinguish itself as being more than other bots they've seen, something that can truely impress and make y...
by Electro
Mon Jul 25, 2011 4:54 am
Forum: QuakeC Programming
Topic: Putting entities into stacks
Replies: 9
Views: 2287

Cool, cheers :)
by Electro
Mon Jul 25, 2011 4:46 am
Forum: Artificial Intelligence
Topic: Pedestrians and Patrons
Replies: 5
Views: 10140

I'd look at seeing if you can do the easy stuff first, like stopping them from attacking. Have them just roaming around using path_corner and ignoring the player for starters. Then you can worry about doing things like once you're in range they turn to look at you. Here's a tip :) Look in fight.qc I...
by Electro
Mon Jul 25, 2011 4:34 am
Forum: Artificial Intelligence
Topic: My Quake engine enhancements
Replies: 22
Views: 23070

Ah right sorry, yeah the wording just threw me off a bit :)
Where are those vids! hehe
by Electro
Mon Jul 25, 2011 2:55 am
Forum: Artificial Intelligence
Topic: My Quake engine enhancements
Replies: 22
Views: 23070

What do you mean by reason with the navigation meshes? The whole point of a navigation mesh is to already have the connectivity data readily available and the actual areas that can be navigated (spatial reasoning). Detour is just pathfinding, at least the last time I looked that's all it did. It's b...
by Electro
Mon Jul 25, 2011 1:35 am
Forum: Artificial Intelligence
Topic: My Quake engine enhancements
Replies: 22
Views: 23070

Yeah I was looking into seeing how practical it'd be for my Quake bot a while ago. It uses voxels at first, but then throws that data away in favour of storing a single series of surfaces for the ground to determine the walkable area. It'd be a lot nicer and more like AAS in ways, if it kept the 3D ...
by Electro
Mon Jul 25, 2011 12:58 am
Forum: Artificial Intelligence
Topic: My Quake engine enhancements
Replies: 22
Views: 23070

Yeah that's all good and well for general navigation, but when it comes time to doing more complex things like jumps that require a run-up, circle jumps, ramp jumps etc. then it kind of falls apart and needs another method. Yes the walkable surfaces in Quake are stored as n-gons, and the reason that...
by Electro
Sun Jul 24, 2011 9:45 am
Forum: Artificial Intelligence
Topic: My Quake engine enhancements
Replies: 22
Views: 23070

Awesome, I can't wait to see some vids. I was curious how recast would go with Quake. What kind of ai did you have in mind? I'm yet to find a decent solution for automatically generating data for bots (and no, I don't count gladiator/q3 bots AAS as a solution... as they only handle the most basic si...
by Electro
Fri Jul 22, 2011 4:17 am
Forum: QuakeC Programming
Topic: Putting entities into stacks
Replies: 9
Views: 2287

No worries, glad to help out :)

Looks good so far! Can't wait to see it progress.

Feel free to post any other AI ideas/questions etc. Artificial Intelligence is my favourite part of coding, and that section on the forums here is a little dry at the moment.
by Electro
Fri Jul 22, 2011 12:17 am
Forum: QuakeC Programming
Topic: Putting entities into stacks
Replies: 9
Views: 2287

Cool! Someone else is doing bot stuff too :) Ok first of all, need to get some terminology sorted. Stack = list of things Push = add to the stack Pop = remove from the stack Usually when you push/pop things from a stack, you do it from either the top or the bottom. eg. Push to the top, pop from the ...
by Electro
Mon Feb 21, 2011 8:20 pm
Forum: Artificial Intelligence
Topic: Engine bots
Replies: 9
Views: 19581

Seperate item weights can be achieved via qc, in fact that's preferable.

Same goes for personality files, can just parse external files, I was doing this for shockbot.
by Electro
Sun Jan 02, 2011 12:52 am
Forum: General Discussion
Topic: Know what i would like to see?
Replies: 75
Views: 24545

What about the other 90%? :P

Who cares, the formats aren't great anyway. Much better options are available.
by Electro
Sat Dec 18, 2010 6:06 am
Forum: General Discussion
Topic: Inside3D Asks #4: Quake 1 and the community.
Replies: 37
Views: 10959

It's the smell, if there is such a thing. I feel, saturated by it.
by Electro
Tue Dec 07, 2010 9:17 pm
Forum: Modeling
Topic: AutoDesk Maya or AutoDesk 3ds Max
Replies: 9
Views: 3322

Both have their pros/cons. I've used both professionally in the games industry. It's more widely accepted that the animation tools in Maya are better, if that helps sway your judgement. Personally, I have a preference for Max, as I mostly do modeling and find the polygon workflow nicer. Basically th...