Whats the fastest way to do this? - Page 2

Whats the fastest way to do this?

Here is where ideas can be collected for the skirmish AI in development

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submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

reminds me of the "travelling salesman" problem...
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Your not trying to find possible letter K's in the map for good luck purposes are you?


Moving forces in formations.
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

I'm thinking it might be a safe route between defenses, maybe with a mobile jammer?
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krogothe
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

you can tell weaver is bright and has an open mind, but still wrong wrong wrong
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AF
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Joined: 14 Sep 2004, 11:32

Post by AF »

Clearing paths within bases?
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Weaver
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Post by Weaver »

We don't have an unmapped view like we did in OTA. So may next guess is it is a graphical overlay so you can see were you have already scouted and which units /feature/etc you have seen. Handy for players and AI makers optimising their scout patterns.
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AF
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Joined: 14 Sep 2004, 11:32

Post by AF »

No because that would be easily done using the callback, that would then deliver the problem of how do we draw a shape on the map without it being just a wireframe, without creating lots and lots of thick semitransparent lines, which is sure to lag.........

Or you could use the method I was going to use, well I'm still gonna do ti I just ahve other priorities.
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