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Plan for Stefan Beffy Moises

Plan for Stefan Beffy Moises
Name:Stefan Beffy Moises
Date Posted:May 21, 2003
Rating:Not Rated
Public:YES
Comments:YES
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Blog post
Working on putting steering baviours into Torque to get some fancy AI.
Hey there, long time no plan....:P
I am currently working on getting essential steering behaviours into the engine... When I'm done I will probably have 90% of the bahaviours Craig W. Reynolds mentions in his awesome paper.
So far I have basic algorithms for seek, arrival, flee, follow/pursuit, obstacle avoidance and flocking working... they need to be refined and optimized (where Paul Dana is helping me out, thx man!), but I can already assign certain behaviours to TGE AIPlayers... all this will hopefully lead to "TGEBot 1.0" one day... :D
here are some pics...
My basic "bot editor" for development:

Bots following the player while keeping a distance to him and between themselves and avoiding obstacle (e.g. buildings):

And finally a group of "flocking" bots:

These bots will be in our upcoming multiplayer demo of Project:C.A. this summer ... and they will hunt you down! ;)
Watch out for further news on the ToRK site....
cheers,
beffy

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Ron Yacketta   (May 21, 2003 at 16:31 GMT)
looks awsome!

just one comment, fix the tags ;)

[quote]
[imgage]http://tork.zenkel.com/uploads/pics/bots1.jpg[/image]
[quote]

-Ron

[EDIT]

That was fast!
Edited on May 21, 2003 16:31 GMT

Pat Wilson   (May 21, 2003 at 16:58 GMT)
Nicely done!

Wendell Brown   (May 21, 2003 at 17:59 GMT)
We all know you'll make flying vehicles bots use this too right? ;) (Hidden attempt to get someone to fix movement in the Z axis for vehicles)

Stefan Beffy Moises   (May 21, 2003 at 19:25 GMT)
hehe, yeah Ron, had some problems with the images in the first place... ;)
wendell, there are some ppl working on the vehicle "AI" movement (e.g. Robert Brower, who was so kind to send me his code...) I didn't play with that at all yet, though (and Robert says it doesnt really work yet) ...
I really want to get good "human" bots for a Multiplayer team working first and then apply the stuff to vehicles if possible... will take a while, though...

Wendell Brown   (May 22, 2003 at 01:45 GMT)
@Stefan - Yeah Robert and I keep in touch. We both are working on flying vehicle bots for spaceships. Really enjoy your work. I follow it alot.
I have code available that reflects the current effort. I just wish I understood transformations and vehicle physics better.
Keep up the good work.

Stefan Beffy Moises   (May 22, 2003 at 05:07 GMT)
I forgot to mention that C.W. Reynolds has published a very cool open source steer library lately called OpenSteer... at first I wanted to integrate that into Torque, but then decided to just let me "inspire" by it and come up with my own, kinda stripped-down implementations for Torque (to gain more insight into the algorithms and also because it would have been more work to "port" the library to TGE, e.g. replace the "Vector", "Obstacle" etc. classes with the Torque variants, get rid of STL usage - that would involve writing container classes for Torque cause it doesn't really have any besides a stripped down vector, ... ah, well... :P)
So - just check it out if you are interested in the topic, its *very* cool for learning and testing purposes, has a great visualization of the behaviours and forces at work, you can easily write your own plugins etc.!

Stefan Beffy Moises   (May 22, 2003 at 10:15 GMT)
Hehe, I just combined the steering with our pregenerated node-based pathfinding...
You have an auto-generated, auto-linked grid of nodes (and you can add additional nodes manually), then tell the bot to pathfind to pointXY in that grid and it follows that path, while still avoiding obstacles etc..... :D
still lots of work to do, but it works basically.... very nice! ;)

Edited on May 22, 2003 10:15 GMT

Wendell Brown   (May 22, 2003 at 12:07 GMT)
Couldn't find any release files for OpenSteer from Sourceforge. Got a copy squirrled away somewhere you can provide a link to Stefan? I would like to look at his source for inspiration too.

Stefan Beffy Moises   (May 22, 2003 at 13:32 GMT)
Wendell,
yeah, you can get it through CVS only atm... official release will follow soon I guess...
read about it here: sourceforge.net/forum/forum.php?max_rows=25&style=flat&offset=75&for...
or just do this:
Quote:


cvs -z3 -d:pserver:anonymous@cvs-pserver.sourceforge.net:80/cvsroot/opensteer co opensteer


(Although there are some small compilation problems on windows atm, if you need a binary just ask...)
Have fun!

Stefan Beffy Moises   (May 22, 2003 at 17:28 GMT)
Man, this is nice! :)
I have extended the gui so that you can now choose a target for the pathfinding (the manually added and "named" waypoints read from the mission file), select a bot and tell it to find a path there... and it follows that calculated path to the target while keeping separated from other bots, avoiding obstacles etc.
Here is the gui once again and also a screen of the bot moving along a visualized path:


On we go... ;)

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