1. Bot engine
- Posted by Paul Martin <twilight at WCC.NET> Dec 15, 1998
- 390 views
Ralf The more I play with you BOT engine the more I like it. I was wondering though if it would be hard to implement something like 'fog of war' similar to Warcraft. That way the AI won't cheat and automatically know the layout of the map, but say when you are in town buying supplies it will shut it off, because you wont be fighting. I think if use a boundary layer and just say that -1 is unexplored, 0 passable, 1 not passable. This would work with my ROUTE.E library. Thanks Paul Martin
2. Re: Bot engine
- Posted by Greg Phillips <i.shoot at REDNECKS.COM> Dec 15, 1998
- 397 views
- Last edited Dec 16, 1998
Just a quick comment: You wanna know what my problem is? I can't decide between John Bown's Pixelbot program, and Ralf's bot engine, as they both stand at the moment I like the API of John's, and besides, I started off on that, so I'm a bit more familiar with it....but Ralf sounds like he's got some great ideas for the next release, or whatever....so it remains to be seen which one I decide to concentrate my efforts on... Not that this really has any prevalence to anything, just an unnecessary comment, sorry =) Greg -- Greg Phillips i.shoot at rednecks.com http://euphoria.server101.com -- Useless fact of the day: A Boeing 747's wingspan is longer than the Wright brother's first flight.
3. Re: Bot engine
- Posted by Ralf Nieuwenhuijsen <nieuwen at XS4ALL.NL> Dec 16, 1998
- 376 views
>Just a quick comment: >You wanna know what my problem is? >I can't decide between John Bown's Pixelbot program, and Ralf's bot >engine, as they both stand at the moment >I like the API of John's, and besides, I started off on that, so I'm a >bit more familiar with it....but Ralf sounds like he's got some great >ideas for the next release, or whatever....so it remains to be seen >which one I decide to concentrate my efforts on... Well, actually I think you cant totally compare the two currently. The goal of 'match' is different. And the latest has turned out to become more of a generic-purpose tile-engine which can be used for botmatches rather than a botmatch with a single goal. I will add the 'mazerwar' kind of match at least and maybe I will add a few 'dogfights' as well.. ANother purpose of this, I was thinking of, would be that I could easily train, develop, playtest enemy AI when I ever get to make it into a game. Ralf
4. Re: Bot engine
- Posted by "Bown, John" <John.Bown at UK.ORIGIN-IT.COM> Dec 16, 1998
- 378 views
> >Just a quick comment: >You wanna know what my problem is? >I can't decide between John Bown's Pixelbot program, and Ralf's bot >engine, as they both stand at the moment >I like the API of John's, and besides, I started off on that, so I'm a >bit more familiar with it....but Ralf sounds like he's got some great >ideas for the next release, or whatever....so it remains to be seen >which one I decide to concentrate my efforts on... > In the long term you will probably be better going with Ralf's. I intend to freeze Pixel Bots when I reach a reasonable point of development ( end of 98 or so ) and leave it as an example that could be used by others if they wish. I don't intend to keep developing it ad infinitum. One of the aims I had was to show how a program should be written [ and not just Euphoria ] to show the level of documentation required at both user level and in source code. It also taught me an awful lot about using Euphoria along the way. And many thanks for everyone's encouragement and support along the way. I still think that coding Pixel Bots is a fast-track way into Euphoria programming which is why I don't want to take it too far or it will become excessively complex; I have tried to keep the arena program as simple as possible but even that's proving difficult. I'm hoping to move on to designing actual Pixel Bots rather than the arena itself and want to keep that running as an ongoing project with the arena program and API's set in stone. In the long term; Ralf's Bot Match is likely to go the full hog, and good luck to him, I'm sure he's enjoying himself as much as I have.
5. Re: Bot engine
- Posted by Ralf Nieuwenhuijsen <nieuwen at XS4ALL.NL> Dec 16, 1998
- 380 views
- Last edited Dec 17, 1998
[MultiPlayer] I will eventually support this. All elements of Neil ( I think, maybe Pete can elaborate on this) support win32 as well, except the final screenblit. I will lookup the directx documentation and only wrap this single screen_blit so we have a descent speed. I dont think it will be easy, but its only *one* routine (and problely some video mode configuration routines) .. but other than that.. I simply dont need it. Neil handles all virtual screen, color conversion, rle-sprites etc fine, under both win32 and dos32. The interrupts that are used with on older vesa bords, are only needed for the screen-blit. So, the screen-blit really is the only thing I need for win32 to 'wrap-up' or bug Pete to add it to Neil himself. [Why choose ?] >In the long term; Ralf's Bot Match is likely to go the full hog, and >good luck to him, I'm sure he's enjoying himself as much as I have. Well actually I am, however feel free to use the botmatch.e library as it stands right now (no actual program that uses them, other than the work-in-progress MazeWar) And since you're 'goal' and api are totally different from what I expect to make, I dont think its really that comparable. I will release the latest botmatch routines, a complete mazewar implementation of them and a couple of bots for that implementation, together with documentation for the botmatch-library (which actually turned out to be a general-purpose tile-engine). What I mean is, I dont think it will take much effort to use the botmatch library, only as an 'graphical' output layer and maintain the rest of your code, api, etc. Ralf N. nieuwen at xs4all.nl ralf_n at email.com
6. Re: Bot engine
- Posted by C & K L <candkNOSPAM2ME at TICNET.COM> Dec 16, 1998
- 378 views
Quick question, Ralf... What's a tile-engine? I mean, what more does it encompass than drawing squares on the screen? T'anks... ck
7. Re: Bot engine
- Posted by Ralf Nieuwenhuijsen <nieuwen at XS4ALL.NL> Dec 17, 1998
- 389 views
>Quick question, Ralf... What's a tile-engine? I mean, what more does it >encompass than drawing squares on the screen? Well, as you may have seen in the current release of botmatch (from my site) you will notice, the 'squares', the following of a bot/actor of you choice (set by numpad '-' and '+') .. other panning control functions, it manages sprites, bots, status line. Just wait until I finished the docs. Or get whats done so far from my site, and try the panning control with using numpad '5' to switch between 'follow' and 'free' mode. In follow mode the bots are magnetic (however the directorion you are facing also has some influence) . The arrow keys of the numpad control the panning as well. The normal arrow keys are used to move one of the bots, the other is being moved by itself, its Lucius WallTracker II. It follows the wall thus. But more importantly, you can edit the line in game.ex that calls up a graphics mode, and use any resolution and color depth (when Pete fixes it) you want. You'll notice everything will still work fine. Also try holding numad 5, notice the delays ? Try holding the arrow keys, notice they dont delay ? And just look at the code used for the bots (how little i mean) And the code used for what's done of MazeWar. I think that speaks for itself. Ralf