Artificial Intelligence Depot
Visiting guest. Why not sign in?
News, knowledge and discussion for the AI enthusiast.
FEATURES COMMUNITY KNOWLEDGE SEARCH  
Robot Building for Beginners
Not only does this book assist you in understanding component parts of robot development, but also it prepares you with techniques to learn new discoveries on your own.
More information at Amazon US UK

Reply to Message

Not registered yet?

The AI Depot has a focused community of friendly users. Rather than let anyone abuse the site at the brink of promiscuity, we prefer to let only those with an active interest participate... this simply requires registering.

Why not sign up!

Joining the site's community is completely free. You can then post messages freely, and customise your personal profile at will. Specific privileges will also be granted to you, like being able to access printer-friendly articles without restrictions. So, why not register?

Username:
Password:
Subject:
Email me when someone replies.
Body:

Parent Message

Q3 and Options

Björn, welcome to the AI Depot.

Quake 3 is a great game & engine, though the quality of the existing bots has deterred people from creating their own. So there's very little source code available, and even less documentation. However, the navigation system is more than fine to build on, and it seems to work reliably on most terrains with adequate preprocessing. You don't get access to it, but that's not a problem if you want to build higher-level AI anyway.

I don't like the idea of using UT personally, simply due to the scripting language, Unrealscript. It's a fine language, but it's custom. You can't just plug your C++ stuff in there easily. I'm sure there are ways of getting native code in there, but it'll be a fair bit of work!

If you want complete control, possibilities for tweaking the engine and game logic, single player campaigns, great source code support, community tools, then go for Quake 2.

Hope that helps!

935 posts.
Wednesday 19 June, 13:46
Reply
UT and C++

"You can't just plug your C++ stuff in [UT] easily."

Officially, you can and it should not be that difficult.

See: http://unreal.epicgames.com/CppObjects.htm

Not sure whether the C++ - UnrealScript coupling survived all of Epic's patches. Although you'd expect that functionality still to be present given Epic's licensees. Epic probably used it themselves (for pathfinding).

William

19 posts.
Wednesday 19 June, 14:52
Reply
AAS

Is there any documentation on AAS to read if you want implement a bot using it? The only thing we've found is the thesis by Jean Paul van Waveren, and it only describe it in quite an abstract manner.

Is there any implemented example bots we can look at that use AAS, that you (or anybody else) know of? The Gladiator-bot use it but the sourcecode isn't available, right?

Björn & Johan

6 posts.
Monday 24 June, 04:52
Reply
Bot Library

The code is wrapped up inside a library. You have the interface to it, and it's reasonably documented / self-explanatory. I think the file is bot_lib.h.

Indeed, the thesis is from a theoretical, and lower-level point of view.

Take a look at the calls made from the Q3 or RCTW source, and that may give you a practical idea of how to use it.

935 posts.
Monday 24 June, 06:00
Reply

Back to the Artificial Intelligence Depot.