[gameprogrammer] Re: Math and Game question

one way would be to give each checkpoint a number in a sequence and
store which checkpoint the AI car needs to head to next.

For instance, at first it would have to drive to check point 0 from
the starting line.

Once it gets to checkpoint 0 it would head towards checkpoint 1 then
checkpoint 2 and so on.

You would want to make sure and put enough checkpoints so that the AI
car never had to figure out how to make a difficult turn itself, you
would make sure and have  multiple checkpoints going around an S curve
for example so that the AI car is always just trying to get to the
next checkpoint.



On 1/13/07, Edilson Vasconcelos de Melo Junior <dirso@xxxxxxxxxxxxxxxxxx> wrote:



Hi,



I'm still working on my racing game and now I'm planning the (pseudo)AI.



That's what I have:

1)       10 check points (places) – each check is a rectangle defined by two
points (yes, just two points to make it easier, and when I combine its
values – x, y and z, I have check point)

2)       I run the race alone and store my car's position, orientation and
speed, once per 100 frames. (about 50 times per lap). I record the first and
the last frames of the lap. So I have information for one complete lap



Now what I wanna know is how could I check the AI current position and with
the given data (check points and store position/orientation/speed) make the
it keep moving in the right direction.

Note: Every check I'd do I should tell the IA car some drive commands like
(LEFT, RIGHT, THROTTLE, BREAK) and not "change" anything, just send the
drive commands.



Any ideas? Is this a math/quaternions question?



Thanks a lot,

Dirso.


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