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Author Topic: AI  (Read 565 times)
FFA702
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AI
« on: August 11, 2010, 09:26:26 AM »

First , sorry for my bad english.

Hello im new here,im looking foward to make a BF2 style of game.
How can i make an individual AI for about 100 soldier at once to enter vehicule,seek n destry the enemy end shot the player, move around and look real?

Also with the free indie vertion,can i make photorealistic game as seen in the terrain preview?

Thanks in advance!
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ross.rockafellow
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« Reply #1 on: August 11, 2010, 10:23:14 AM »


As far as the photorealistic game with the indie engine, yes, that is very possible. Its up to you to generate the content though =)

As far as the AI (your probably to going to like this) that is a MASSIVE undertaking. AI in  game development is one of the hardest things to do. I don't have a big programing background, but I know what your talking about will take a gifted programmer quite a while to do. I would suggest finding someone local that codes like it was their first language and see what you can accomplish. Start small, get 1 guy working correct then adding 99 more should be more manageable (until you get into squad based tactics at least).

Happy Building =)
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FFA702
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« Reply #2 on: August 11, 2010, 11:26:34 AM »

I know basic programing langadge and i know a litle bit of C#(been develloping an OS kernel...).Im now new to programing , im new to gamedevellopement tougth.

I need a place were to start with pathfinding/shoting logic of the AI.I realy have no idea were to start with this.
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BigDaz
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« Reply #3 on: August 11, 2010, 12:22:27 PM »

The course over at www.3dgamedesign.co.uk might get you started, it includes basic AI for pathfinding and shooting.
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FFA702
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« Reply #4 on: August 11, 2010, 01:38:12 PM »

Wath im trying to archive is a big open world representing normandy,a single big map with battle going around.

I wanth it to be free so it would be nice if i could do it for free...
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ross.rockafellow
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« Reply #5 on: August 11, 2010, 04:34:26 PM »

What is your plan for prototyping? Something like that will be quite the undertaking for a dev team of one.

There are a few pathfinding tutorials that ship with the editor. I would check those out and then go through the script files already in use. Modifying that script will save a bunch of time.
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FFA702
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« Reply #6 on: August 12, 2010, 01:54:37 PM »

The idea is simple.Having an hudge terrain representing normandy and having a massive ammount of AI figthing around.

Now, how well the engine endle hudge (maybe 10 000 x 10 000) map with alot of object?

Is it possible to program a reliable pathfinding script for eatch individual soldier to walk aroud the battle and figth to ultimately reatch a final destination?
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LutinMalefique
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« Reply #7 on: August 12, 2010, 04:07:37 PM »

there is an IA script with pathfinding (look at the tutorial include in the editor) and as BigDaz said 3dgamedesign course is a good start.

about "big world", gamecore can handle big world and, with the spawning system, you can populate it easily
(this previous post can answer some of your questions :
http://www.gamecore3d.com/forums/index.php/topic,119.msg3014.html#msg3014] [url]http://www.gamecore3d.com/forums/index.php/topic,119.msg3014.html#msg3014[/url])

I would add that if this is your first experience in game development, you should be less ambitious if you want to finish your game one day  Wink
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"Just remember: a damn game can be played, and if you have not created something that can be played, it's not a damn game!" Derek Yu
FFA702
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« Reply #8 on: August 13, 2010, 08:28:27 PM »

I got the AI idea.So,i cant make a self aware and updating AI?
Also,ive made a 2000 x 2000 world just to test and ive add some gras "spawner" but it lag horribly...
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