Search found 11 matches
- 22 Mar 2010, 19:48
- Forum: AI
- Topic: C/C++ AI Beginner
- Replies: 15
- Views: 7518
- 19 Mar 2010, 00:52
- Forum: AI
- Topic: Construction Valid Ground Slopes
- Replies: 4
- Views: 2839
Re: Construction Valid Ground Slopes
I got this to work, but I spent a lot of time optimizing the algorithm. I originally wrote it in Lua which worked well. However, it was very slow and extremely expensive with memory since Lua has no efficient array object (and never should have one for it's purpose), but that is beyond the point. So...
- 16 Mar 2010, 00:18
- Forum: AI
- Topic: McGuireAI (Threaded Lua AI Experiment)
- Replies: 9
- Views: 4525
Re: McGuireAI (Threaded Lua AI Experiment)
I wanted to post on the rough answer to viability and performance of running the AI in a separate thread from the game engine thread that sends events by calling your event function when using the C interface, and in using Lua to do most of the work from packing and unpacking message data. The glue ...
- 15 Mar 2010, 20:09
- Forum: AI
- Topic: Construction Valid Ground Slopes
- Replies: 4
- Views: 2839
Re: Construction Valid Ground Slopes
You are my hero! That was exactly the information that I was in need of. I completely agree with you. Trying to be perfect in the validation of a building site on the client side is going to be impossible. Like, you said, an approximation could be very useful and I think it shall be indeed. What I t...
- 15 Mar 2010, 17:54
- Forum: AI
- Topic: Construction Valid Ground Slopes
- Replies: 4
- Views: 2839
Construction Valid Ground Slopes
I was at the point where I have planned what to build and the general area of where to build, but now I am looking at knowing what is a valid location to build. I could spend a hour or a day doing it the hard way and likely making a few mistakes. Also, I know of the engine callback that can provide ...
- 06 Mar 2010, 18:55
- Forum: AI
- Topic: McGuireAI (Threaded Lua AI Experiment)
- Replies: 9
- Views: 4525
Re: McGuireAI (Threaded Lua AI Experiment)
Yes, basically, nothing but Lua code. Wow, I am glad you posted that diagram since it helped me understand everything better!
- 06 Mar 2010, 04:10
- Forum: AI
- Topic: McGuireAI (Threaded Lua AI Experiment)
- Replies: 9
- Views: 4525
Re: McGuireAI (Threaded Lua AI Experiment)
I get confused sometimes between wrapper and interface. I think you are talking about the interfaces that wrap the game interface. I can not directly answer the question, but I can hopefully answer it by saying that I simply call the functions passed to me in the callback structure. I say-- I wanted...
- 05 Mar 2010, 10:00
- Forum: AI
- Topic: McGuireAI (Threaded Lua AI Experiment)
- Replies: 9
- Views: 4525
McGuireAI (Threaded Lua AI Experiment)
http://www.kmcguire.org/spring.McGuireAI.git/ The actual AI is not finished. Only, about ninety percent or more of the support infrastructure. I have just started to work on the actual code for the AI. One of the more interesting abilities which makes it different from other AI is that it executes o...
- 28 Feb 2010, 05:24
- Forum: AI
- Topic: Path Finding
- Replies: 9
- Views: 3188
Re: Path Finding
Near-Optimal Hierarchical Path Finding Yes, this seems to essentially be what I am doing. But, I am so happy that you have posted this. As the information will help to keep me steered in the right direction. <quote>"the initial search problem has been decomposed into several very small searche...
- 25 Feb 2010, 10:24
- Forum: AI
- Topic: Path Finding
- Replies: 9
- Views: 3188
Re: Path Finding
Oh, and of some limited help to other people. I wrote a DLL which uses Lua 5.1 statically linked. There were two reasons. The first being I did not like that I would have to include the AI into the mod files and could not distribute it separately and so that I could translate into C if I needed a bo...
- 25 Feb 2010, 10:04
- Forum: AI
- Topic: Path Finding
- Replies: 9
- Views: 3188
Path Finding
I searched the forums a good amount. I found a few topics and post scattered about on the topic. Also, of course the fact that the engine already performs decent (not perfect) path finding. But, as I can tell myself and from the forums the engine does not provide the features, configuration, or cont...