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Powersoft
21
Years of Service
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Joined: 1st Aug 2003
Location: United Kingdom
Posted: 14th Mar 2004 20:25
ok my problem: what do you have to consider when programming enemy ai say for a fps etc?

My avatar's cool. It has a mirror
Mentor
22
Years of Service
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 14th Mar 2004 21:17 Edited at: 14th Mar 2004 21:20
ummm!, first you need to know whats possible and what you would need to do to get certain effects, plus the AI for a FPS is totaly different from the AI for a puzzle game or Chess for example, so first you need to decide exactly what game you are making, for example in a FPS what the terrain will be like, paths and walkways in a built up area or structure, or natural with lakes etc, then you need to decide on either paths or waypoints, pathfinding or random paths etc to get to the player if you are planning to attack him, then how much cpu time you can spare to make the soldier "smart", ie does he take cover to reload, throw grenades, use cover or just rush you, try to get health packs if hit? etc.

How smart the NPC is will be up to your ingenuity and the amount of cpu time you have to spare when the rest of the game is running, best bet is to get some idea of the problem by reading up on AI in general and experimenting with a block on a matrix for a start, even the most top end games have to make sacrifices, for example the lack of collision in RTCW when soldiers die, and the tendency to drop objects unreachably inside walls etc when they do (plus the obvious hack that repositions them into reachable locations some of the time), or the flaw that makes them try to run to somewhere when they are in a corner and trying to run through a wall, if ID have problems with AI then you won`t be alone if you struggle to get something that works well, in fact you will be in with some very good company cheers.

Mentor.

PC1: P4 hyperthreading 3ghz, 1gig mem, 2x160gig hd`s, ATI radeon 9800 pro gfx, 6 way surround sound, PC2: AMD 1.2ghz, 512mb ram, FX5200 ultra gfx, stereo 16 bit soundblaster, ups.
Tapewormz
22
Years of Service
User Offline
Joined: 15th Sep 2002
Location: Winnipeg, Mantoba, Canada
Posted: 15th Mar 2004 00:26
Get this book.

AI Game Programming Wisdom

There's 2 editions of it. A basic and advanced.
Powersoft
21
Years of Service
User Offline
Joined: 1st Aug 2003
Location: United Kingdom
Posted: 15th Mar 2004 08:46
thanks

My avatar's cool. It has a mirror

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