Search found 10 matches
- Wed Jul 27, 2011 4:26 am
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 18204
Even being a big fan of QuakeC, Lua support sounds more than reasonable - it's a logical evolutionary step, and thinking about a bit more, I'm quite surprised nobody didn't that before. I'll follow your work with great interest, please keep us updated in your progress. :) Well syntactically, quakec...
- Mon Jul 25, 2011 11:06 pm
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 18204
np m8 :) i dunno about if people would call it blasphemy but i reckon some would argue that it needs to keep compatibility with standard quake. maintaining the above can really be a pain but in a way understandable in case the developer in question drops the project before any compatible game data ...
- Mon Jul 25, 2011 5:06 pm
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 18204
Thanks reckless for the info. I'll get around to this, and eventually find a place to put the code up to, but right now I am removing QuakeC and putting Lua into it. I know many people will think it is blasphemy, but QuakeC is really not a very good scripting language. With Lua I will be able to use...
- Mon Jul 25, 2011 3:50 am
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 18204
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 ...
- Mon Jul 25, 2011 1:45 am
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 18204
Ahh, well I did triangulate the BSP using a delauney algorithm to cut the n-gons into triangles, but I think there was a floating point error somewhere because recast was giving me strange navigation meshes from that data. I will have to look because I'm sure I did something wrong in the triangulati...
- Mon Jul 25, 2011 1:23 am
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 18204
Well recast also is just a navigation mesh library, it uses a more advanced algorithm to find the walkable areas, and it comes with an library called Detour that does steering and AStar path finding. You can query the geometry of the mesh for the AI to do spatial reasoning but it isn't going to auto...
- Mon Jul 25, 2011 12:18 am
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 18204
Recast navigation required the mesh to be in triangles but Quake stores the brushes in various sided polygons. The documentation for recast sucks (there isn't any), and I found it wasn't hard to find them myself. I just wanted a navigation system for my own projects. I took the Quake engine because ...
- Sat Jul 23, 2011 1:19 am
- Forum: Artificial Intelligence
- Topic: Rebuilding Singleplayer AI
- Replies: 11
- Views: 8438
Re: Rebuilding Singleplayer AI
I have been working on alot of those issues in my mods to the engine. The goal of game AI is to be entertaining. Nobody wants to play against impossible AI with super accuracy and super-human powers that you can't beat. It's not hard to make a bot predict where you are shooting and jump out of the w...
- Sat Jul 23, 2011 1:10 am
- Forum: Artificial Intelligence
- Topic: Bot Spawn Points In Maps
- Replies: 3
- Views: 6247
Re: Bot Spawn Points In Maps
Hello. I was wondering how I could easily make a bot spawn point in a map just like the monsters have? I was wondering about the idea of doing it in a generic way but I suppose the Frik Bot would benefit the most people. Thank you. You can spawn a bot literally anywhere on the map, the info_player_...
- Sat Jul 23, 2011 12:45 am
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 18204
My Quake engine enhancements
Hello, I am posting here if people are interested. I have been adding alot to the Quake engine to improve AI, navigation. My goal is to have robust and rich navigation in Quake and expand the Quake engine further. What I am doing right now is generating automatic waypoints and navigation meshes from...