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]
