BTW  if you talk about racing AI Unity3D site gives example games for
download with the source code.They have got a racer with simple AI model
which you can check out for basic learning (written in C# if  I remember
correctly).It is much simpler to start with than with all C++ based AI books
on the market.


On Wed, Apr 6, 2011 at 3:45 PM, Alessandro Bianco <[email protected]>wrote:

> I understand, it's similar to the technique I followed then :)
>
> I'm researching a bit into AI for my next molehill version, but I'm
> still a long way from deciding which is the best way. I think that for
> the users, if it's done well and it doesn't impact much on the
> performances, racing against an AI is more challenging than against
> ghosts or prerecorded cars ...
>
> Anyway, thanks for sharing :)
>
> Bianco Alessandro
>
>
>
> 2011/4/6 Shawn McInerney <[email protected]>:
> > @Don Bloomfield - Thanks for the feedback! I have also noticed the
> > jumps felt a bit wrong. It is on the to-do list.. but toward the
> > bottom.
> >
> > @Alessandro Bianco - The ghost cars are just Matrix3D recordings of me
> > driving. I looked into racing AI, but it was: 1) Complicated, and 2)
> > Generally disliked by the players. The common techniques such as
> > rubberband are, apparently, very frustrating for players because they
> > can't really get ahead or behind. Hence, "ghost cars" = no collisions
> > :)
> >
> >
> > On Wed, Apr 6, 2011 at 3:46 AM, Alessandro Bianco <[email protected]>
> wrote:
> >> Nice results for a pre-molehill app! :)
> >>
> >> I'm really curious about the opponents cars, their paths are
> >> pre-defined and the their skill is set through their maximum velocity?
> >>
> >> I struggled myself with a racing games a couple of years ago and in
> >> the end i didn't implemented the opponents because they would have a
> >> cost too high on the processing and the framerate would drop (even
> >> more) ...
> >>
> >> Bianco Alessandro
> >>
> >>
> >>
> >> 2011/4/6 Don Bloomfield <[email protected]>:
> >>> Hey,
> >>>
> >>> I love the game - the jumps felt a tiny bit flat to me, but otherwise
> the
> >>> control felt really good and acrade-y.
> >>>
> >>> I got turned around a few times on the more "crazy" tracks, and had a
> hard
> >>> time getting back to the right direction again - those arrows facing
> behind
> >>> you really get on your nerves when you can't do a u-turn. (might be
> worth a
> >>> reset, or on wall-crashing, orient toward front where possible)
> >>>
> >>> Don
> >>> Have a great day
> >>>
> >>>
> >>>>>
> >>>>> On 4 avr, 19:25, Shawn <[email protected]> wrote:
> >>>>>> Well, I have been working hard on this racing game and I think I am
> in
> >>>>>> the beta phase. In the final version of the game, players will start
> >>>>>> with $1000. But I have given everyone $10,000,000 in this beta test
> so
> >>>>>> you can easily try out the different cars, customizations, tracks,
> >>>>>> etc.. Also, the ghost cars in the last 2 tracks are not set up yet,
> >>>>>> and there are a few other loose ends to tie up.
> >>>>>>
> >>>>>> Please check it out if you have a moment and let me know what you
> >>>>>> think, or if you find any bugs.
> >>>>>>
> >>>>>> The game:http://moosemouse.com/mpt.html
> >>>>>>
> >>>>>> Thanks!
> >>>>>> Shawn
> >>>>>>
> >>>>>> P.S. - Done in Away3DLite
> >>>>
> >>>>
> >>>
> >>>
> >>>
> >>> --
> >>> Shawn McInerney
> >>> MooseMouse Media, Inc.
> >>> http://moosemouse.com
> >>> [email protected]
> >>>
> >>>
> >>
> >
> >
> >
> > --
> > Shawn McInerney
> > MooseMouse Media, Inc.
> > http://moosemouse.com
> > [email protected]
> >
>



-- 
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|
www.neurotechresearch.com
http://blog.alladvanced.net
Tel:054-4962254
[email protected]
[email protected]

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