The hunt for the ULTIMATE PLATFORMER AI!

Chat about anything not covered in these forums, but keep it civil!

Post » Tue Jan 25, 2011 1:59 pm

^this

I was talking in chat about this, and suggested Python as a possibility.
There's tons of stuff existing for sorting, and there's probably a lot for A* as well.
But the thing is that wont take into account your movement.
Yes it could find this node to that easy as pie, but how would it know when to jump, and at what speed?
Image Image
B
161
S
48
G
90
Posts: 7,356
Reputation: 66,767

Post » Tue Jan 25, 2011 10:38 pm

[quote="QuaziGNRLnose":g0h9kc1a]fake it, going for some A* system would work well for sure, but its definitely way more complicated than it needs to be. keep it simple.[/quote:g0h9kc1a]
It depends on the game. If you had an enemy in Castlevania that would chase you throughout the entire castle (or a pretty large area), you'd probably need A*. Other than situations like that, there might be simpler methods.

Also, I'd like to mention, a "one size fits all" plugin would probably have issues with "fitting all." The A* would work for everyone, but everything else could vary quite a lot in how it needs set up for each game. I'm not sure how it'd work with the non-A* side of things.
[quote="newt":g0h9kc1a]^this

I was talking in chat about this, and suggested Python as a possibility.
There's tons of stuff existing for sorting, and there's probably a lot for A* as well.
But the thing is that wont take into account your movement.
Yes it could find this node to that easy as pie, but how would it know when to jump, and at what speed?[/quote:g0h9kc1a]
There are ways to solve that, but with terrain in certain configurations, it gets tougher and requires a lot more work to set up the nodes in such areas. It's quite dependent on the layout of the level. I'm thinking A* might be the simplest part of the actual pathfinding.

Back to "one size fits all," since everything varies so much per game (e.g. platformer behavior vs custom movement), I'm not sure how well anything but A* itself could be turned into a plugin. There'd have to be a ton of planning on what EXACTLY it would and would not do. It wouldn't be a magic bullet. Even if a plugin was made, some things are so closely tied to individual games that an A* plus doing all the other events separately would be needed in plenty of cases. It is similar to how custom movement is still used in some platformers instead of the platformer behavior, except it would be an even bigger difference.
B
2
S
2
G
2
Posts: 372
Reputation: 1,794

Post » Wed Jan 26, 2011 4:43 am

well definitely A* will work for giant levels, but when is it realistic for something on the ground+ to chase that which it cant see. this is a search and chase algorithm, so basically whenever it loses track of what its following it will search, randomly or educatedly.
B
52
S
7
G
6
Posts: 1,945
Reputation: 7,610

Previous

Return to Open Topic

Who is online

Users browsing this forum: No registered users and 2 guests