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 ...
Search found 312 matches
- Mon Aug 01, 2011 11:56 pm
- Forum: Artificial Intelligence
- Topic: Bots, the pros and cons, what are they for you?
- Replies: 20
- Views: 33936
- Mon Aug 01, 2011 12:15 am
- Forum: Artificial Intelligence
- Topic: Bots, the pros and cons, what are they for you?
- Replies: 20
- Views: 33936
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 ...
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 ...
- Mon Jul 25, 2011 4:54 am
- Forum: QuakeC Programming
- Topic: Putting entities into stacks
- Replies: 9
- Views: 3090
- Mon Jul 25, 2011 4:46 am
- Forum: Artificial Intelligence
- Topic: Pedestrians and Patrons
- Replies: 5
- Views: 16877
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 ...
Here's a tip :)
Look in fight.qc ...
- Mon Jul 25, 2011 4:34 am
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 39167
- Mon Jul 25, 2011 2:55 am
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 39167
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 1:35 am
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 39167
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 ...
- Mon Jul 25, 2011 12:58 am
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 39167
- Sun Jul 24, 2011 9:45 am
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 39167
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 ...
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 ...
- Fri Jul 22, 2011 4:17 am
- Forum: QuakeC Programming
- Topic: Putting entities into stacks
- Replies: 9
- Views: 3090
- Fri Jul 22, 2011 12:17 am
- Forum: QuakeC Programming
- Topic: Putting entities into stacks
- Replies: 9
- Views: 3090
- Mon Feb 21, 2011 8:20 pm
- Forum: Artificial Intelligence
- Topic: Engine bots
- Replies: 9
- Views: 28180
- Sun Jan 02, 2011 12:52 am
- Forum: General Discussion
- Topic: Know what i would like to see?
- Replies: 75
- Views: 30294
- Sat Dec 18, 2010 6:06 am
- Forum: General Discussion
- Topic: Inside3D Asks #4: Quake 1 and the community.
- Replies: 37
- Views: 12895
- Tue Dec 07, 2010 9:17 pm
- Forum: Modeling
- Topic: AutoDesk Maya or AutoDesk 3ds Max
- Replies: 9
- Views: 4393
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 ...
Personally, I have a preference for Max, as I mostly do modeling and find the polygon workflow nicer. Basically ...