[project1dev] Re: Project1 - SVN Update 392

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 23 Jul 2009 08:35:48 -0700

Interesting stuff. I'll see if I can make it work nicely and keep code
contained.



On Wed, Jul 22, 2009 at 8:27 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> well hell, this actually will probably be ok for your needs here.
>
> if it's too slow, we could always make that distance check not do all
> kittens every frame and it would look fine (ie do 1 kitten each frame or
> something).
>
> try and do it this way kent and if we hit problems we can think of a better
> solution.
>
> The ugly thing about this is that it's a behavior kind of script but youd
> have to put code in the main script file to make it work.
>
> That might be able to be made less ugly by cleverly hiding away the ugly
> code in other script files (ie the "dofile" method that you do for enemy
> behavior scripts).
>
> and if you are interested, that "state" idea i was telling you about, thats
> a pretty common way AI is implemented in games.
>
> Like a state might be "wander around" where they just walk around
> aimlessly, and when a monster gets hit by a sword they enter the "flee"
> state where they just run in circles aimlessly playing a scared animation.
>  It's called a "Finite State Machine", and is a computer science term but
> probably something youd hear a lot working on different games (:
>
> On Wed, Jul 22, 2009 at 5:10 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> btw im still thinking about a longer term more elegant solution :P
>>
>>
>> On Wed, Jul 22, 2009 at 5:09 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>>> REALLY UGLY SOLUTION...
>>>
>>> you know how the send message to mob stuff can GET values from mobs too?
>>> instead of just sending data?
>>>
>>> every tick of the map, you could ask each kitten for it's position using
>>> that method.
>>>
>>> then, in your map tick, loop through all the positions, see which are
>>> close enough to eachother, and send notifications to the mobs that another
>>> kitten is close to them (or kittenS?) along with location data if needed
>>>
>>> complicated as heck, and ugly!
>>>
>>> but it would work (:
>>>   On Wed, Jul 22, 2009 at 5:06 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>
>>>> Hmm lemme think about it!
>>>>
>>>> if i gave you a list of enemies to loop through it'd be an N^2 problem
>>>> which could get really slow especially with it running in script.
>>>>
>>>> Let me think about it a lil cause yeah, being able to detect proximity
>>>> of stuff besides the player is important (:
>>>>   On Wed, Jul 22, 2009 at 4:54 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>>
>>>>> Alan - I would like my kitties to play with each other when they get
>>>>> close to one another. My problem is that I can't figure out how to make 
>>>>> the
>>>>> kitties detect one another. Ultimately, I would like to be able to have 4+
>>>>> kitties wandering around a room and playing with each other when they get
>>>>> close to each other. Can you point me in the right direction?
>>>>>
>>>>>
>>>>> On Wed, Jul 22, 2009 at 4:37 PM, Apache User <
>>>>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>>>>>
>>>>>> User:korgath
>>>>>>
>>>>>> Message: added first draft of the kitties
>>>>>>
>>>>>> <Files Changed>
>>>>>> A   Scripts/Enemies/kitty.lua
>>>>>> U   Scripts/Personal/Kent/kenttest.lua
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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