@ Shawn COOOL game! how do u set the bounce on wall?(tryng to steal
knowledge eeeh)
On Apr 6, 2:51 pm, Michael Iv <[email protected]> wrote:
> 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.comhttp://blog.alladvanced.net
> Tel:054-4962254
> [email protected]
> [email protected]

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