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Immersive AI Engine by Gavin Bunney discussion

by Fyodor -bank- Osokin · in Torque Game Engine · 02/27/2007 (4:46 am) · 191 replies

Let's discuss the iAI engine here, not spamming the .blog is good :)

The first question - is it based on standard AIPlayer.cc from SDK?
May be it's written in documents, but I haven't read all of them yet..
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#181
07/05/2008 (10:59 am)
There's two errors in the console related to iAI, but I don't think they'd cause iAIAgent_soldier to not appear in the world...

Missing file: client/data/shapes/avatars/armygirl/armygirl.cs
starter.fps/server/immpersiveAI/agent/iAIAgent_Entertainer.cs (10): preload failed for iAIAvent_Entertailer: ShapeBaseData: Couldn't load shape "client/data/shapes/avatars/armygirl/armygirl.dts"


unless all the dts' need to be loaded for the individual ones to work in the editor?

[edit:]

one other error I fould, when clicking on iAIAgent_Soldier:

(0): Unable to find function PlayerData::create
#182
07/05/2008 (11:51 am)
The second error is the problem. I "think" the way objects are spawned in the mission creator when you click in the "tree" control is that it looks for and calls the clicked datablock :: create. If that does not exist then it cannot spawn anything.

I recommend looking for problems around that area ... also you can put a breakpoint in Player::onAdd, spawn a player in the mission created, then trace the callstack back and see how that works exactly ... then investigate and see whats missing for your iAI classes.

You probably want a breakpoint in Player::onAdd in both script and in C++.
#183
07/05/2008 (8:31 pm)
Think I figured it out. I wasn't calling the immersiveAI_Initialize() function anywhere. I put it in startGame, and now I'm getting :
Error, not a physical zone!

I saw Stephen's fix above, so now I'm compiling my .exe...here's to hoping that was the problem!
#184
08/22/2008 (12:30 am)
Has anyone tried this with MegaTerrains? The way I see it grabbing the terrain when generating the path, I'm not sure it'd work:

TerrainBlock *terrain = dynamic_cast<TerrainBlock*>(Sim::findObject("Terrain"));

Am I right? Or does MegaTerrain handle returning the 4 terrain blocks as one automatically somehow?
#186
04/22/2009 (3:16 am)
Hii.,

Can I integrate Immersive AI Engine with Torque 1.8.1? I tired to integrate with Torque 1.8.1, but got lot of missing files. So anybody
tried this?

There is no files like platform/platformThread.h and core/realComp.h.


Waiting For Your Reply...!

Thanks in advance...!
#187
01/20/2012 (8:56 am)
Anyone have the files? the links no longer work
#188
01/20/2012 (9:46 am)
wow... been a long time. verily I do have some files

originals: superiorcode.com/tgeAI/immersiveAI_original.zip

I might have something from later revisions... will keep looking...
#189
01/20/2012 (11:40 am)
Sweet thanks!
#190
03/26/2014 (6:22 am)
Is the docs/.pdf's to this still available somewhere?
#191
04/16/2014 (10:24 am)
Fresh doc links:

Research
MMOWorkshop.com/download/gavin_bunney/iAI.Research.pdf
An overview of some basic AI concepts, including all those used throughout the project.

Design
MMOWorkshop.com/download/gavin_bunney/iAI.Design.pdf
The design document - contains all the system component overview and everything about the implemented states/goals.

Implementation
MMOWorkshop.com/download/gavin_bunney/iAI.Implementation.pdf
The main implementation document - contains all the source code as well as details description of each classes function.

Summary
MMOWorkshop.com/download/gavin_bunney/iAI.Summary.pdf
Basically just a summary of what was achieved etc throughout the project.

Source Code
MMOWorkshop.com/download/gavin_bunney/immersiveAI.zip
Zip file containing all the source code from the Implementation document, both C++ and TorqueScript files

*** Also check out a working demonstration in Aaron Moore's Besieged:
www.assembla.com/spaces/Katalyst-Besieged/wiki/Home

Randel Reiss
Director Product Development
Prairie Games, Inc.
mailto:RandelR@PrairieGames.com
www.PrairieGames.com
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