AI and cutscene editors for T3d
by Kory Imaginism · in Torque 3D Professional · 07/21/2013 (2:54 pm) · 9 replies
I wanted to start discussion on a solution to this in T3D.
I'm currently in the process of of having GMK, guidebot,
and the Navmesh resource. I'm calling the combination "brain".
I think this would make a good base for developing a complete game.
if tested..and work well. I would vote it becoming apart of the main branch.
Especially because GMK is mit and guidebot soon to be.
Some may think differently, so I think this would be a good place
To have a discussion about people ideas.
I'm currently in the process of of having GMK, guidebot,
and the Navmesh resource. I'm calling the combination "brain".
I think this would make a good base for developing a complete game.
if tested..and work well. I would vote it becoming apart of the main branch.
Especially because GMK is mit and guidebot soon to be.
Some may think differently, so I think this would be a good place
To have a discussion about people ideas.
#2
Yes did take a look at s2, but it's not the right fit I guess.
As for guidebot, it was a stand alone. That was built to work with GMK .
It gives senses to ai like looking and hearing.
I've had a license for awhile but just never gotten a chance
To get it working totally right, but it kind of my fault.
If it worked well I agree to add everything to the core to make T3D even better.
Anyways according to Yuri, he also had plans on release guidebot under mit too.
When and if he still has plans on it I'm not sure.
07/21/2013 (4:03 pm)
Yes. We are on a kind of tight budget. It nice to have options with free or open source engines.Yes did take a look at s2, but it's not the right fit I guess.
As for guidebot, it was a stand alone. That was built to work with GMK .
It gives senses to ai like looking and hearing.
I've had a license for awhile but just never gotten a chance
To get it working totally right, but it kind of my fault.
If it worked well I agree to add everything to the core to make T3D even better.
Anyways according to Yuri, he also had plans on release guidebot under mit too.
When and if he still has plans on it I'm not sure.
#3
It would only be natural to use GMK & u say guide bot is going MIT as well? nice :-)
I like J0linar use TAIK but like him am also waiting on its update as it hasn't been updates in ages but was promised an age ago.
GMK & Guidebot with a navmesh solution may be the way to go.
07/22/2013 (2:32 am)
I agree that Torque3D really needs some sort of navmesh and basic ai system built in, what games don't use some sort of pathfinding or ai?It would only be natural to use GMK & u say guide bot is going MIT as well? nice :-)
I like J0linar use TAIK but like him am also waiting on its update as it hasn't been updates in ages but was promised an age ago.
GMK & Guidebot with a navmesh solution may be the way to go.
#4
I've already pull-requested a basic Navmesh system based on Walkabout and the recast resource. Once that's in, we can start building on it. My preferred next step would be to use Jeff's system to create a 'pathfinding' behavior that does that stuff, rather than the Walkabout method of adding stuff to the AIPlayer class.
07/22/2013 (3:19 am)
I think when and if we get Jeff Raab's behaviour system in place, a potential AI system (and therefore editing it) will look very different. I'd have to look a lot more closely at the GMK before I endorsed it, but some sort of (event) scripting editor is a must.I've already pull-requested a basic Navmesh system based on Walkabout and the recast resource. Once that's in, we can start building on it. My preferred next step would be to use Jeff's system to create a 'pathfinding' behavior that does that stuff, rather than the Walkabout method of adding stuff to the AIPlayer class.
#5
problem is it would need some attention
and am really not that great with that stuff so if someone wants to try his luck
www.garagegames.com/community/resources/view/5018
Movie Editor by Pascal Rettig
this might be compareable to Verve i guess
ofc it would need some real coder love
07/22/2013 (6:21 am)
btw there was a old movie editor resourceproblem is it would need some attention
and am really not that great with that stuff so if someone wants to try his luck
www.garagegames.com/community/resources/view/5018
Movie Editor by Pascal Rettig
Quote:Its purpose is to allow the creation of scripted in-game movies using a relatively standard keyframing system. The system currently supports position (including rotation), animation, visibility, and script keyframes as well as object mounting. Major issue right now is lack of animation transition support, but besides that it works pretty well.
this might be compareable to Verve i guess
ofc it would need some real coder love
#6
Another thing - I see that many people want a "scripting editor," but does anyone have a design doc they'd like to put forward? What exactly are we talking here? Something like a beefed-up version of the editor that pops up for some of the script fields in the current editor? What's the scope? I have to admit that "Torsion in the editor" would be the ultimate awesome solution here....
07/22/2013 (9:00 am)
A "drag-n-drop" script editor (think GameMaker) was discussed for 3SS - anyone want to tackle that beast?Another thing - I see that many people want a "scripting editor," but does anyone have a design doc they'd like to put forward? What exactly are we talking here? Something like a beefed-up version of the editor that pops up for some of the script fields in the current editor? What's the scope? I have to admit that "Torsion in the editor" would be the ultimate awesome solution here....
#7
The reason I was suggesting GMK, guidebot and the NavMesh resource is because they are available now (other than guidebot) and all have been added to the engine before.
Of course if people rather wait until Jeff's behavior system is added and base it around that, sound like a plan also. Nonetheless, a good health convo needs to take place about what the community would want to see in both an ai editor, event/system editor(or whatever), and cutscene. All three IMO should be a part of T3D and is keeping it from being a complete solution. Others opinions may vary but I've tested a number of engines and these are somewhat a standard in most.
Anyone wanting to get together, let me know. I'll start brainstorming a little lately today.
Also I agree with Richard either torison becoming apart or a built- in editor something like notepad++.
07/22/2013 (10:49 am)
If we are talking doing a custom build of both AI and cutscene editor. I would be willing to work with anybody on creating docs and whatnot.The reason I was suggesting GMK, guidebot and the NavMesh resource is because they are available now (other than guidebot) and all have been added to the engine before.
Of course if people rather wait until Jeff's behavior system is added and base it around that, sound like a plan also. Nonetheless, a good health convo needs to take place about what the community would want to see in both an ai editor, event/system editor(or whatever), and cutscene. All three IMO should be a part of T3D and is keeping it from being a complete solution. Others opinions may vary but I've tested a number of engines and these are somewhat a standard in most.
Anyone wanting to get together, let me know. I'll start brainstorming a little lately today.
Also I agree with Richard either torison becoming apart or a built- in editor something like notepad++.
#8
AI is a gnarly problem to tackle, and no solution is appropriate for all needs. This is an editor that would be very difficult to get "right". Maybe if we make it modular, so that you can select a "framework" for your AI system (maybe even on a per-entity basis depending on the complexity that entity should use) - basically the ability to say "Use the FSM system" or "Use the Behavior Tree system" or whatever.
<shrug> It's a thorny issue at best. It's tough to be genre-agnostic here unless we stick to very basic functionality.
07/22/2013 (11:47 am)
Mainly, an AI editor would have to assume a solid underlying system - either a FSM or Behavior Tree based system maybe - with clearly defined parts. Otherwise you're right back to just editing the scripts. If we want to build something where you can have clearly defined behavior "blocks" that you can then arrange in an editor of some sort....AI is a gnarly problem to tackle, and no solution is appropriate for all needs. This is an editor that would be very difficult to get "right". Maybe if we make it modular, so that you can select a "framework" for your AI system (maybe even on a per-entity basis depending on the complexity that entity should use) - basically the ability to say "Use the FSM system" or "Use the Behavior Tree system" or whatever.
<shrug> It's a thorny issue at best. It's tough to be genre-agnostic here unless we stick to very basic functionality.
#9
With the cutscene editor I would do something similar to verve. What are ideas other have for an editor for both?
07/23/2013 (7:18 am)
Well I agree. If I was going to develop a Ai editor. I would go with a non-scripting method similar to what crytek did with cryengine. A visual behavior editor with a debugger and test it realtime in game. Of course to have the navmesh apart of it. With the visual editor it should allow you to visual connect action, and etc to create behaviors for the agent/entity. It should have a plug-in system to allow to plug-in new actions or behaviors.With the cutscene editor I would do something similar to verve. What are ideas other have for an editor for both?
J0linar
i share your toughts
but tbh since there is work going on regarding Behavior/Component System
www.garagegames.com/community/forums/viewthread/134222
i was thinking to wait for that and expand/rewrite GMK
to work with/as behaviours as it would be only logical
to improve a already working system
and especially since Behavior/Component System is already a boost factor
that would bring T3D closer to stuff that we know from UDK/ Unity
GuideBot - never used and since there is still no sign
of the MIT version of GuideBot
cant comment on that
i use TAIK 1.2 for the AI
it is no free solution but has stuff that can be expanded
but yeah i understand your situtaion - with that i mean
that i know that you and your team are on a tight schedule regarding Nightmare Origins
have seen that you kept a close eye @ S2Engine HD
and it is really a nice (sandbox)engine
(thats still not released)
with that being said
T3D MIT is sadly not a all in one solution, not yet
but with GMK and GuideBot it might just get a step closer