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4th year thesis topic - flying AI bot?
Can you make Fly Mode permanent in Quake/HL/UT and do pathfinding in the air?
 
4th year thesis topic - flying AI bot?

Is it possible to switch on Fly Mode for bots and do pathfinding and other miscellaneous AI through the air? Which engines can do this? I'm thinking of doing this for a thesis to allow for FPS levels with, say, jet packs or outer space missions or something.

I'm doing a thesis next year and i'm scraping the barrel for ideas. Doesn't have to be something new, but i want it to be practical and fun to play. Any suggestions would be good. Thanks.

7 posts.
Thursday 14 November, 08:28
Reply
eh

man these boards are dead. don't you admins even know the answer?

7 posts.
Monday 18 November, 00:12
Reply
-

Your question seems to fit better in the "Real-time Computer Games Loft" section. Why don't you post it there?

24 posts.
Monday 18 November, 05:15
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Basically no!

Alright, keep your nickers on...

UT/Q3/HL rely on gravity. Descent doesn't, but there's no code.

Torque seems your best bet, but you'll have to do the PF yourself --seems fair since it's your thesis!

935 posts.
Monday 18 November, 18:43
Reply
waitaminnit

OK i will post to the other group.

Thanks for the reply, but could you explain what you mean by torque being my best bet? And what is PF?

Are you basically saying i could do it but it would require a fair bit of work, modifying code and stuff, but it's doable in about a year or so?

7 posts.
Tuesday 19 November, 07:21
Reply
heh

PF = path finding

Torque's source is entirely available, and works outdoors. Easily possible in a year...

And don't crosspost!

935 posts.
Tuesday 19 November, 11:57
Reply
ok

Ok so if i use Torque/Tribes 2 i would want to do more than just have unlimited jump jet fuel, do you think i could modify the physics to make the flying feel more like, say, a helicopter or superman or whatever?

I.e. the player hovers (keeps level without falling) by default rather than having to flick jump jets on/off to keep level because i imagine that would become very difficult and distracting for a level where you're permanently in the air.

I was also thinking, PF/combatAI in the air would not be much different from PF/combatAI in water right. So do common engines have complex PF/combatAI implemented for when bots are in the water? I think UT had some underwater levels but i can't remember how smart bots were in them, or whether they went into the water at all.

7 posts.
Tuesday 19 November, 13:44
Reply
cross

hey sorry about the crosspost, TuringTest recomended it and i just wanted to get some more replies

7 posts.
Tuesday 19 November, 13:46
Reply