http://web.archive.org/web/200904121251 ... _Diffusion might help later ontoneddu2000 wrote: simple pac man game in quakec, just to learn the language. ...
Search found 185 matches
- Mon Sep 05, 2011 9:42 am
- Forum: Artificial Intelligence
- Topic: simple pac man game
- Replies: 17
- Views: 27980
Re: simple pac man game
- Wed Aug 24, 2011 1:12 pm
- Forum: Artificial Intelligence
- Topic: How do Waypoints work?
- Replies: 12
- Views: 21156
Re: How do Waypoints work?
It really doesn't phase me how Waypoints work.
http://en.wikipedia.org/wiki/Graph_traversal
They select a goal node and then path from nearest node from where they are is found.
Goal node is selected based on some AI rules. Like, in Thief 2 nodes had "smell" or "noise" so nearest AI could check ...
http://en.wikipedia.org/wiki/Graph_traversal
They select a goal node and then path from nearest node from where they are is found.
Goal node is selected based on some AI rules. Like, in Thief 2 nodes had "smell" or "noise" so nearest AI could check ...
- Wed Aug 24, 2011 12:42 pm
- Forum: General Discussion
- Topic: Asking for help with old Quake mods
- Replies: 107
- Views: 34142
Re: Asking for help with old Quake mods
Hello everyone,
I hope someone here can help me with an issue I have. I like the modern graphics provided by the Darkplaces engine coupled with all of the new graphical enhancements, but I also like to play oldschool Quake once in a while. I recently upgraded to a new pc with the following specs ...
I hope someone here can help me with an issue I have. I like the modern graphics provided by the Darkplaces engine coupled with all of the new graphical enhancements, but I also like to play oldschool Quake once in a while. I recently upgraded to a new pc with the following specs ...
- Sat Aug 06, 2011 4:46 pm
- Forum: Artificial Intelligence
- Topic: Bots, the pros and cons, what are they for you?
- Replies: 20
- Views: 33934
- Thu Aug 04, 2011 12:25 pm
- Forum: Artificial Intelligence
- Topic: Funniest AI You played against in FPS
- Replies: 3
- Views: 13567
Funniest AI You played against in FPS
What bots/AI You had most fun with in FPS game?
I liked CoD series, but it might mainly be because of story and atmosphere. I also liked Thief. Half Life had IIRC most fun AI, but maybe memory serves my wrong. So I am personally really not sure which one it was.
I liked CoD series, but it might mainly be because of story and atmosphere. I also liked Thief. Half Life had IIRC most fun AI, but maybe memory serves my wrong. So I am personally really not sure which one it was.
- Thu Aug 04, 2011 12:21 pm
- Forum: Artificial Intelligence
- Topic: Bots, the pros and cons, what are they for you?
- Replies: 20
- Views: 33934
- Thu Aug 04, 2011 12:12 pm
- Forum: Artificial Intelligence
- Topic: Bots, the pros and cons, what are they for you?
- Replies: 20
- Views: 33934
daemonicky: Why not QuakeC? With all the engine extensions available, I don't see why it's not viable.
1. It is too simplistic language, so You will have hard time doing more complex stuff. There are variants of QC though wchich can do it.
2. It is imperative language. I know it can be hacked and ...
1. It is too simplistic language, so You will have hard time doing more complex stuff. There are variants of QC though wchich can do it.
2. It is imperative language. I know it can be hacked and ...
- Thu Aug 04, 2011 9:04 am
- Forum: Engine Programming
- Topic: Daikatana alpha's palette...
- Replies: 22
- Views: 7029
Re: Daikatana alpha's palette...
It is alpha of the Daikatana or is it Yours or someones remake?hogsy wrote:So the maps in the Daikatana alpha...
- Mon Aug 01, 2011 3:32 pm
- Forum: Artificial Intelligence
- Topic: Visualisations of planned paths in games
- Replies: 1
- Views: 12427
Visualisations of planned paths in games
I found out that SOF can show paths AI is planning, and it was interesting to see them. I believe one can learn thing or two from this.
I believe Darkplaces has some visualisation too.
I know how to show paths in Kingpin and Soldier Of Fortune. Do know about other games :?:
Soldier Of Fortune ...
I believe Darkplaces has some visualisation too.
I know how to show paths in Kingpin and Soldier Of Fortune. Do know about other games :?:
Soldier Of Fortune ...
- Mon Aug 01, 2011 12:34 pm
- Forum: Artificial Intelligence
- Topic: Bots, the pros and cons, what are they for you?
- Replies: 20
- Views: 33934
You can also ask there http://gamedev.stackexchange.com/ , a server specialized to answer questions on game development.
- Mon Aug 01, 2011 12:29 pm
- Forum: Artificial Intelligence
- Topic: Bots, the pros and cons, what are they for you?
- Replies: 20
- Views: 33934
- Mon Aug 01, 2011 12:07 pm
- Forum: Artificial Intelligence
- Topic: Bots, the pros and cons, what are they for you?
- Replies: 20
- Views: 33934
Forget waypoints, use Navmesh. Or combination of both. 
- Mon Aug 01, 2011 9:20 am
- Forum: Artificial Intelligence
- Topic: Kingpin AI
- Replies: 0
- Views: 13010
Kingpin AI
Hi,
do You know how does Kingpin AI works :?: Some people claim it is very good, what makes it so great?
This should show You paths bots planned.
I edited autoexec.cfg, and added
set console 1
developer 1
set developer 1
debuggraph 1
set debuggraph 1
set win_noalttab 0
set skill 0
set nav ...
do You know how does Kingpin AI works :?: Some people claim it is very good, what makes it so great?
This should show You paths bots planned.
I edited autoexec.cfg, and added
set console 1
developer 1
set developer 1
debuggraph 1
set debuggraph 1
set win_noalttab 0
set skill 0
set nav ...
- Mon Aug 01, 2011 9:01 am
- Forum: Artificial Intelligence
- Topic: Bots, the pros and cons, what are they for you?
- Replies: 20
- Views: 33934
Re: Bots, the pros and cons, what are they for you?
In short... what do YOU think makes a good bot?
This also doesn't need to necessarily be limited to existing bots in any way. What do you think you'd like to see in a bot that you haven't yet?
On the other end of the spectrum, what sucks and is obvious a deal breaker?
Advice : I would not do it ...
This also doesn't need to necessarily be limited to existing bots in any way. What do you think you'd like to see in a bot that you haven't yet?
On the other end of the spectrum, what sucks and is obvious a deal breaker?
Advice : I would not do it ...
- Sun Jul 31, 2011 11:43 am
- Forum: QuakeC Programming
- Topic: path_corners and the z axis
- Replies: 6
- Views: 2436
Does movetogoal fail because of that height? I suspect it might work only on straight lines. Try walkmove.
I found some tutorial on how to move to goal in Quake C. Move to goal should be implemented this way, maybe it will help.
I found some tutorial on how to move to goal in Quake C. Move to goal should be implemented this way, maybe it will help.