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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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| Profile Page: | View profile page for Stefan Beffy Moises |
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
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
Recent Blog Posts
| List: | 11/30/08 - Diggers Shop moved 05/20/08 - Horsepack TGEA 1.7.0 update! 10/15/07 - Free giveaway for horsepack owners - "accouterments of knighthood" horse armor 10/06/07 - "Seawolf" Submarine Content Pack available NOW! 07/06/07 - Horsepack TGEA port, Seawolf Submarine progress 06/04/07 - AI Antelope - Sealife/Submarine Pack - PodRacer Pack 05/24/07 - "Project: Seawolf" - Submarine / Sea Life Content Pack by the 3D-Diggers 04/25/07 - Horsepack released!! |
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Submit your own resources!| Ron Yacketta (May 21, 2003 at 16:31 GMT) |
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) |
| Wendell Brown (May 21, 2003 at 17:59 GMT) |
| Stefan Beffy Moises (May 21, 2003 at 19:25 GMT) |
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) |
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) |
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) |
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) |
| Stefan Beffy Moises (May 22, 2003 at 13:32 GMT) |
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) |
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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