Ai Pathfinding
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
Ai Pathfinding
Can RF2 have Ai path finding, u know, when you dont have to set paths, they just walk everywhare
Herp derp.
Maybe this may be a good idea, but i am not too sure if this is possible without use of script points, because even in some great commercial games pathfinding is done with script points.
Like in Gothic 1+2 they used many many script points.
It could be a good compromise to write an algorithm that uses script points (and a script point can be connected to any number of other script points in this example) and then searches a path through them to find the way through the level to the destination script point.
Like in Gothic 1+2 they used many many script points.
It could be a good compromise to write an algorithm that uses script points (and a script point can be connected to any number of other script points in this example) and then searches a path through them to find the way through the level to the destination script point.
Everyone can see the difficult, but only the wise can see the simple.
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If you can code it in Python, RF2 can do it - I think it is possible by virtue of "learning" bots - basically, you let the AI watch you play the level, and it mimics to an extent what you have done, setting it's own path points based on that. I imagine other ways are possible; I haven't studied AI much.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085