Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Work in Progress / RPG Engine

Author
Message
Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 20th Nov 2005 14:49 Edited at: 23rd Dec 2005 03:54
Well, my RPG engine is underway. I just wanted to put up a little info about it.







Right now I'm working on dog and fish AI. I'm mainly into the environmental stage - water, clouds, sun, fish and frogs and birds and such. Also, environmental 3D sounds. I want a fully functioning ecosystem before I even start the game. I want a world so full of sounds you don't have to have music. I will, of course, when it's right.

I've got a couple of game designs laying around, and if I make this engine correctly, I'll be able to create my dream games. My next step is to create the world editor. After that, the interface. At that point I'll post a demo.

As for my games, I'll save those for the demos. They'll be a little dark, like rated R and a little sinister. I want to explore the video game art form more seriously then I am used to seeing it.

[EDIT] 28 Nov

The video shows the completed fish AI. Every now and then one still gets stuck in the mud, but it all works pretty well. Next I'll add the birds.
http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=709845

The entire engine is now based on an object oriented framework. This frees me from having to track specific object numbers. Instead, I can track entity numbers, which have all associated attributes attached to them. For example:
Instead of


I'd use...

It's longer, but it makes the coding a lot more dynamic and expandable. I can add 1000 new entities without having to worry about them stepping on each other's toes.

[EDIT] 22 Dec
Added a video of some in game physics. All of my trees fell into a black hole, though. I'll fix it later.
http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=736210

Attachments

Login to view attachments
Big Man
19
Years of Service
User Offline
Joined: 4th Feb 2005
Location: BEHIND YOU!!!! (but I live in England)
Posted: 20th Nov 2005 15:33
Dude is that girl naked
Scenery looks awsome.
Good work man.

Our aim is to keep the loo's clean, your aim can help.
The Nerd
20
Years of Service
User Offline
Joined: 5th Jun 2004
Location: Denmark
Posted: 20th Nov 2005 15:37 Edited at: 20th Nov 2005 15:39
This looks good!
I also the ideas you have about the enviroment! It could be cool to see frogs jumping around And would be really cool to see dogs walking around! And fish swimming in the ocean would also look cool!
On the screenshots, the water looks good! And the world also looks good.
As you can see, i use the word good and cool alot in this post, so it can only mean that i think it actually looks COOL!

I will look forward to see more progress on this game.

-The Nerd

PanzerGameshere
Free Particle Engine For dbpro :
here
Sergey K
20
Years of Service
User Offline
Joined: 4th Jan 2004
Location:
Posted: 20th Nov 2005 15:42
sounds good.. but wait, u making that engine only for your self uses.. right?


BlueLightOnline Coming Soon. (95%)
Tom Thelwall
19
Years of Service
User Offline
Joined: 5th Oct 2005
Location:
Posted: 20th Nov 2005 16:08
That looks great, but why is the girl naked?
Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 20th Nov 2005 16:14 Edited at: 18th Apr 2006 10:16
Quote: "Dude is that girl naked "


Welcome to Medievel Nude Beach Volleyball!! Haha, just joking. She's my test model, and I like naked chicks, so she fits pretty well. Thanks, Big Man.

@The Nerd -
The dog walks around now and barks. I'll add a pack soon. The fish swims around, too. The AI still isn't complete, so I've only got 1. It won't really matter until the demo, because he's pretty small. But, I want the player to be immersed in a realistic world. The game will be good anyway, but a realistic world is important to me.

I'm using BealziBob's water shader, a little modified. I set everything up so that the environment uses a 'sea level' Everything below sea level is filled with water. That makes it easy for me to add rivers and lakes. Little streams and such that are above sea level will take a little more work, though. It will also let the fish swim around anywhere they want. I'll also add sharks and dolphins.

I'm adding cloud effects later on. You don't see sky in the game much, so it's not as important as the water. But, I'll be adding birds when I do.

@GogetaX -
Quote: "sounds good.. but wait, u making that engine only for your self uses.. right?"


Well, who knows what the future holds. Right now, I'm going to finish my engine and world editor. Then I'm going to make 1 killer game. Then, I might release the engine and editor, it just depends. But, that's months away.

Thanks everybody for the comments! I feel some satisfaction for all of my work.

Attachments

Login to view attachments
Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 20th Nov 2005 16:16 Edited at: 18th Apr 2006 10:18
@Tom Thelwall - She's a nudist. My first demo will be called "Medieval Nudist Colony" and will be dude free.

The interface is going to be very different from anything else, too. Hopefully everybody likes it. I'm trying to get real time responses from the player.

Here's the model I'm working with so far - when you press the right mouse button, the interface appears. Look, talk, get, etc. You move the mouse to what you want, and release the button. That object is selected. If you click the left button on something, you can use it on something else before you release.

For instance, if you need to pull out a potion and you're getting attacked, I don't want the game to pause and big dumb backpacks to appear. I just want it to happen. It will be in the first demo.

Attachments

Login to view attachments
Megaton Cat
21
Years of Service
User Offline
Joined: 24th Aug 2003
Location: Toronto, Canada
Posted: 20th Nov 2005 16:19
Ahhh finally Cash Curtis walks the walk, after many months of talking the talk. This is an excellent opportunity for all those noobs who you angered to come back and bash you!

Anyway, project looks good. Any run-around demo soon?


The cat era has begun.
Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 20th Nov 2005 16:25 Edited at: 18th Apr 2006 10:19
Quote: "Ahhh finally Cash Curtis walks the walk, after many months of talking the talk. This is an excellent opportunity for all those noobs who you angered to come back and bash you!"


Haha You must not have played Pong y2k - Balls of Steel. Do a search for it. It's got some half naked babes in it.

As for the noobs, bring it on. My army of naked babes will deal with them.

The demo will probably be ready in two months. Long, but realistic. I'm still working on environment, AI, and interface.

Thanks Megaton!

Attachments

Login to view attachments
Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 21st Nov 2005 01:49 Edited at: 18th Apr 2006 10:22
Here's an underwater scene showing one of the fish.



He's twice his normal size. Just chillin in the water, swimming around.

Attachments

Login to view attachments
The admiral
22
Years of Service
User Offline
Joined: 29th Aug 2002
Location:
Posted: 21st Nov 2005 01:59
brrr must be cold without clothes nice fish thou

The admiral
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 21st Nov 2005 18:00
Looks good, but I don't think the naked lady will work (like most women haha, sorry couldn't resisted, it just had to be said)

Your signature has been erased by a mod because it's larger than 600x120...
The Nerd
20
Years of Service
User Offline
Joined: 5th Jun 2004
Location: Denmark
Posted: 21st Nov 2005 18:17 Edited at: 21st Nov 2005 18:18
I love the fish!
But yeah, that naked lady... It just don't work out

By the way, is it possible that you could make us a movie, demonstrating the fish and the AI it has? I would love to see it swimming around

-The Nerd

PanzerGameshere
Free Particle Engine For dbpro :
here
dpharaoh
19
Years of Service
User Offline
Joined: 2nd Nov 2005
Location: SouthEast MA
Posted: 21st Nov 2005 21:23
Hey Cash Curtis, What are you using to build your maps/world?
Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 22nd Nov 2005 01:09 Edited at: 18th Apr 2006 10:24
@The Nerd:
Quote: "But yeah, that naked lady... It just don't work out"


Sure it does. Who needs clothes, especially if you're hot?
She'll have clothes in the game. But remember, it's a Rated R (M, or whatever) work of art. Be warned...

Quote: "By the way, is it possible that you could make us a movie, demonstrating the fish and the AI it has? I would love to see it swimming around"


Yeah, but I'm working on the fish AI. Progress is slow lately, so it might be a week or two. But, I'll have lots of fish and they'll group up and swim around. I'll put the video up then.

@dbpharaoh:
Quote: "Hey Cash Curtis, What are you using to build your maps/world? "

Well, I swiped the advanced terrain demo and Paint Shop Pro'd it. I reduced the elevation, dug out the river and lake, and added beaches. In the engine itself I have a random tree and plant generator. I figured it was pointless to manually place them when I'll just be able to edit them soon anyway. I manually placed the town, but one of the houses is partially underwater.

My world editor will include terrain imports. So, I'll have to get something to make good terrains, or I can piece it together myself. But with a terrain already built, I'll be able to import it and add everything - statics, environmental variables, NPCs, animals, etc.

But, work on the editor has just begun. It's kind of like FPSC, except without the menus and with terrain based world editing.

Utimately, I'd like an in-program terrain generator. That would be a program worthy of release

Attachments

Login to view attachments
Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 28th Nov 2005 02:19 Edited at: 28th Nov 2005 03:13
I've uploaded a video of the fish in action. See the first post, above ^^^^ The frame rate sucks, but that's because of Fraps. It's all pretty smooth, still.

I just did a major overhaul of the engine, now it's all based on an object oriented framework.

Instead of using direct object numbers to control the objects, I use character, tree, plant, and world objects to modify them, then they are modified directly. I had too many objects and it was all becoming a mess.

Bush Baby
19
Years of Service
User Offline
Joined: 23rd Apr 2005
Location: A cave beneath Jerusalem
Posted: 28th Nov 2005 02:38
Hey very good work Cash!
It looks very promising!
I'm just curious, are you using waypoints for the Fish AI?
Or is it all just random movement?
I myself am writing an RPG engine, and AI is stumping me .
Very good work!

We will take over the world!
Let our reign begin, CHARGE BUSH BABIES!
Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 28th Nov 2005 03:17 Edited at: 28th Nov 2005 06:00
@Bush Babey - I'm trying to cut overhead wherever I can. I use as little for everything I need to.

For example - No waypoints for the fish. They use static movement AI. They float around with a little dumb variation, when they bump into ground they turn around. All they have to do is stay in the water and off of the terrain. Very little overhead. I feel that more is unnecessary. The birds and frogs will do the same. I'm not sure about dolphins and sharks yet. I'm quite sure I'll have them eat the fish, which will respawn.

For static collisions (trees, rocks) I just use distance collision. It looks good, and there is very little overhead. It's ideal for static objects with fairly uniform radial size.

For real objects I'll use better collision and more advanced AI. I think that the AI will be my strength in this engine.

Thanks!

The Nerd
20
Years of Service
User Offline
Joined: 5th Jun 2004
Location: Denmark
Posted: 28th Nov 2005 10:18 Edited at: 28th Nov 2005 10:18
WoW! I love those fishes!
And it actually looks like they're swimming around, in a realistic way!

Good job!

-The Nerd

PanzerGameshere
Free Particle Engine For dbpro :
here
Torrey
20
Years of Service
User Offline
Joined: 20th Aug 2004
Location: New Jersey
Posted: 28th Nov 2005 11:29
The fish in the video look great. I could have stared at them a little longer then what was recorded. From what I could see they look fairly natural in movement!

Objected oriented design is good stuff for a framework like you're creating, but how complex does a level design look? Have you found a way to simplify the level designs?

Bizar Guy
19
Years of Service
User Offline
Joined: 20th Apr 2005
Location: Bostonland
Posted: 28th Nov 2005 12:36
Excellent job, I all the detail you're putting into this, and I hope it goes well.

I'd be pretty cool if you added a fishing game where you actually had to try and catch a fish in real time.


Check the WIP board for updates on Block Verse
Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 28th Nov 2005 12:57 Edited at: 28th Nov 2005 12:58
@The Nerd - thanks!!!

@Torrey - Sorry the video was so short. I'm using the Fraps evaluation, 30 seconds. Also, 5 mb seemed kind of big, but any smaller and the quality suffered too much, so I didn't want to make it any longer. So, compromises all around. When you play one of my games, you'll be able to watch the fish all day long

Level complexity... hmmm... well, implementing the OO framework simplified things for me quite a bit. It will allow batch processing of the entities. As far as level creation, I'll have a level editor in the not so distant future, as soon as I'm satisfied with the framework. The level editor will use the game engine, but with drag and drop object placement.
Levels created with the editor will load automatically in my framework, but the game actions will still have to be programmed into the framework. At first, only I'll be able to use it, as I'll know how it all works. For other people to use it, I'll have to smooth it down and make it more generic, like game scripts and ai that you could use as-is or alter. It would have to be all drag and drop, like FPSC. RPGC would probably sell, though.
So, the simple answer - world creation is simple, making a good game out of it will still take a lot of time. It will be greatly simplified with the framework in place. I'll be able to make several good RPGs in a fairly short amount of time.

@Bizar Guy - A fishing game might be cool. Even better, I might make it so that you can get a fishing pole and catch one, like Ultima 7 or UO. That will just add to the game depth.
Or maybe you can turn into the Shark King at some point and eat up all the fish and terrorize the other shark barons...

Thanks guys for the comments! Work will continue!! I see a demo in two months... a tech demo, but still playable.

Immediate To-Do


Thanks for the comments guys!

Bush Baby
19
Years of Service
User Offline
Joined: 23rd Apr 2005
Location: A cave beneath Jerusalem
Posted: 28th Nov 2005 22:27
Ahhhh very nice idea!
You're obviously alot more experienced than I .
Thanks Cash!


We will take over the world!
Let our reign begin, CHARGE BUSH BABIES!
Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 29th Nov 2005 06:59 Edited at: 29th Nov 2005 07:02
In the time I'm not programming my game (that's most of the day), I'm theorizing different things. My AI system has been of great concern to me.

I've come up with a Memory Table system. As it stands now, every entity is a self contained unit. If I could make UDT arrays, then entity memory could be self contained. But, I can't, so I'll have to use parallel memory arrays.

On each program loop, I'll fill the changing values with new information, like distance, sight cone, line of sight, and collision information. Every entity will have to check against every other entity. Without a sound storage system, I could easily perform the same calculation several times to correctly implement the AI.

So I've got a two dimensional array for entities, entityMemory(100,100). Each element contains some of these type declarations...


I use x and y to distinguish between calling and called entity. Some correspond (will always be identical) and others will not. Basically, I update the table once, update the parallel value, then every entity can call those variables as much as they need to without further slowing down the game. They'll remember ownership, anger, happiness, various speech elements. Objects will have a memory table as well, relative to entities. If you take another entity's object, he'll see and and want it back. If you previously stole from an entity, he'll stay mad at you.

Each memory table will take up about 800k of memory, that's about 4 mb of memory dedicated strictly to AI. About 1/8 of it will have to be updated each loop, but only once.

The main advantage is that instead of having to call getDistance3D(obj1, obj2), getSightCone(entity1, obj2), getCollision(obj1, obj2) and getLOS(entity1, obj2) (etc) for each AI check, they all get called once and referenced as integer variables.

Now, I've never worked with AI before, but I'm very good with theoretical math and such. Maybe someone else has a simpler way. My goal - establish simple memories for entities relative to other entities and objects, and cut down on program overhead.

DrewG
19
Years of Service
User Offline
Joined: 25th Aug 2005
Location:
Posted: 30th Nov 2005 03:19 Edited at: 30th Nov 2005 03:19
Curtis, put the characters clothes on. Keep this game rated T. Not everyone here are perverts

Bizar Guy
19
Years of Service
User Offline
Joined: 20th Apr 2005
Location: Bostonland
Posted: 30th Nov 2005 03:54
Drew G, shut up. Curtis is working on the things in the game that matter, like the ai and stuff. That isn't even the final model, and I don't think Curtis needs to take away his precious game-making time building clothes. I personally could care less what the place holder looks like, as static game models don't really turn me on or offend me.

Keep up the good work, Curtis. I'd love to see what games come out of this.


Check the WIP board for updates on Block Verse
The admiral
22
Years of Service
User Offline
Joined: 29th Aug 2002
Location:
Posted: 30th Nov 2005 04:01
He was just kidding man cool your jets and although it doesnt affend you there are younger people on these forums who maybe so don't try to speak for everyone because everyone agrees that it needs clothes.

The admiral
Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 30th Nov 2005 06:09 Edited at: 30th Nov 2005 06:15
All valid comments, I appreciate them.

Clothes will come after environment and AI are complete. Right now it would be a waste of my time, as I intend for the clothes to fit the models. And, she's the only model I've made so far. I'm more concerned with the game mechanics at this point. At this point, she is a placeholder.

Don't misunderstand me though - my RPGs will not be rated E. They won't be obscene or gratuitous, but I'm not going to hold back either. I'm going for raw Film Noir like Sin City or raw realism like in Training Day. No crap like Showgirls, but unscensored stories. Nudity certainly won't be a standard, just a possibility, like any good rated-R movie.

On that note, my tech demos will be censored. And, my game content ratings will be clearly stated. If you don't want to download it, you certainly don't have to. You'll just be missing out.

Gen
20
Years of Service
User Offline
Joined: 6th Jul 2004
Location: Oklahoma, USA
Posted: 30th Nov 2005 06:27
lol, I love it. You doing a great job cash!

DARK IDE RETURNS - Yes Dark IDE is still a go!!
DrewG
19
Years of Service
User Offline
Joined: 25th Aug 2005
Location:
Posted: 30th Nov 2005 06:56
@ TY Admiral

@ Bizar Guy
Did ya see the . What does that mean. EXACTLY.

Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 30th Nov 2005 07:05 Edited at: 30th Nov 2005 07:06
Hey, be cool Drew G. Bizar Guy is cool. Flames are for Game Design Theory, not Games Actually Being Made.

DrewG
19
Years of Service
User Offline
Joined: 25th Aug 2005
Location:
Posted: 30th Nov 2005 07:22 Edited at: 30th Nov 2005 17:01
@ Cash Curtis
Sorry M8 he started it by what he said. I just said that for the sake of younger people here. It's your game.... Oh yeah, I did have a which meant I was kidding. Why do you wink at people?*

retorical statement*.

Bizar Guy
19
Years of Service
User Offline
Joined: 20th Apr 2005
Location: Bostonland
Posted: 30th Nov 2005 12:59 Edited at: 1st Dec 2005 01:57
Quote: "Sorry M8 he started it by what he said."

Wow, when did you turn into a ten year old? Sorry, but I started it?? If you'd taken the time to look at previous posts, this point have been made so many times... I mean, it's a place holder. And the wink by no means is limited to indicate a joke, and it isn't funny, it's just so overused that it's obnoxious. And you last post looks like there should be a picture in it, there's so much blank space.

EDIT: Sorry Curtis for my harsh posts on your thread... like one in every 800 posts really just ticks me off, like that one did. And when the argument went on, I felt like I was dealing with my younger brother. And Drew G, I'm not angry at you, just think about what you say berfore you post so someone doesn't blow their lid at it the way I did. I made this edit rather than posting agian, as you've got enough spam from this argument as it is, Cash.


Check the WIP board for updates on Block Verse
Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 30th Nov 2005 15:08 Edited at: 1st Dec 2005 06:59
This is the 5th message that's pure spam. I'm not counting the original two statements, because I don't feel those were spam. They deal with my WIP, these 5 don't.

I didn't want to post today, as I don't have anything worthy of posting. I've added a test NPC and I'm working on his walking AI. I might work on conversation a bit. My dog AI is working, too. He follows you around and barks when he gets close. It's a Dark Matter model, so he looks pretty dumb. I'll replace him with a wolf later. I love the 3D sound effects, you can tell where he is based on the stereo effect. I know, I was supposed to work on environment, I just got a bit board.
I'll get back on it this weekend. Birds, frogs, sun and moon.

@Gen - Thanks!

@Drew G and Bizar Guy-


Me posting here is half about getting my project seen, half getting input about it. Nobody should have to worry about giving me feedback. It's all good, guys!

[EDIT]
@Bizar Guy - Hey, I appreciate it. I understand, it happens to me every now and then. I'm just glad it's resolved now.


@Drew G - Thanks. I use the code snippets every now and then for spam, but you sure don't have to write in them for everything. Nobody is angry at you, and I do appreciate your comments. Don't worry.

DrewG
19
Years of Service
User Offline
Joined: 25th Aug 2005
Location:
Posted: 30th Nov 2005 17:04


Darkbasic MADPSP
19
Years of Service
User Offline
Joined: 15th Jun 2005
Location: Uk
Posted: 4th Dec 2005 11:40
Looks great smoothy levels e.t.c ...

Experienced DB http://www.greatgames3d.com (work in progress site)
Tinkergirl
21
Years of Service
User Offline
Joined: 1st Jul 2003
Location: United Kingdom
Posted: 4th Dec 2005 16:09
@ CCII.

Very interesting work you're doing there - I'm particularly interested in your AI work. The fish sound good, though I haven't looked at the video yet - have you looked into boids for their movement? You can find examples of predatory boids also, so you can have your sharks and other 'bigger fish' doing what comes naturally. They also have avoidance as standard. I really do recommend - I'd considered using similar for fish in the OMMORPG, but haven't gotten around to it.

I imagine you may have seen the cow example from the OMMORPG, it's my 'best' example of AI at the moment (which isn't saying much) - they don't have memories, which is a shame, and I'll be interested to see how you get on with your memories.

You also might want to see the good work that RiiDii is doing with neural nets for creatures with 'chase/defend' needs - it's very memory cheap for what it can do.

Lastly, instead of checking every entity against every other entity, have you considered implementing octrees for distance checks etc? As in, an invisible grid of cubes that each entity knows it is in - and they only have to check distances etc for the entities within a certian number of octrees away from it. If that makes sense in this little paragraph.

Anyway - I love AI challenges and discussions and seeing what others do with it, so if there's anything I can help you with, or bounce ideas off, please let me know

Good luck - you're doing well.
Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 5th Dec 2005 06:53 Edited at: 5th Dec 2005 14:44
Thanks, Tinkergirl. I really appreciate your comments.

When I get a little more work done on my fish AI, I'll donate the fish and the AI to your project. I have seen the cow AI, and was quite impressed.

[EDIT]
I'd planned on using octrees when I first started out, but now they won't work. I'll be building the memory table anyway, so I should base the appearance of objects on the distance from the player. The memory table has to be built because the AI will continue to function whether or not the player is around. Octrees, while perfect for many applications, would create more overhead in this situation.

First, I'm working on the recursive memory tables. That builds the AI data completely before any AI work is done. And, it doesn't build unessesary data. For 10 characters, 45 loop checks are run instead of 100. This is because much of the data is the same for both characters, such as Distance and LOS.

Also, the characters will retain information about the other characters in the same memory table - relationship, threat, past attack, etc. Characters will also use a memory table for objects, for object ownership, mainly.

One of the reasons I build the memory table is to keep the AI running even though the program will not place every object every time. That is to say, the AI for every character will be running even when you can't see them - interacting, running schedules, but their models will not be placed or altered unless the player is near them. So, I won't be doing real collision checks either unless absolutely necessary. I'll use distance checks of the character's AI positions rather than the object position. I think this will greatly speed things up as well, while holding the AI world together.

I will absolutely check out Riidii's chase / defend neural nets. I just saw his shrinkwrap program. I plan on using that in my game. I've already implemented some follow / avoid AI with my dog as a predator, but it's very basic and needs to be improved.

Thanks for the input!

Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 5th Dec 2005 14:50
One more thing about the AI - every NPC will function on three AI scripts.
1. Job (current job, or task)
2. Personality
3. Schedule

A while back I did a work-up on something I called "Order of Thought." It mathematically divides thoughts into levels, predicting the level of any thought at any time. I think that I can use a very basic level of this for good effect, using only those three scripts. The NPCs won't be very good at talking to you, but they'll be able to function in their world pretty effectively. My ultimate goal - NPCs to treat each other like they treat you. Except for story essential interaction, of course.

Tinkergirl
21
Years of Service
User Offline
Joined: 1st Jul 2003
Location: United Kingdom
Posted: 8th Dec 2005 14:02 Edited at: 8th Dec 2005 14:05
I'm not sure I understand why you believe octtrees are not for you in this instance. Could you explain, if you have time or inclination?

You say you'll be doing 45 (as opposed to 100) distance and LOD checks between your 10 entities (as an example) - and that you'll be checking against AI position, not object position.

That's cool, I can see how that would work and it's good you've already cut out the fat in your number of checks

But why wouldn't octtrees help here?

Entity 1 is a wolf with a maximum visual range of 1000. As in - it can see an object at 1000 units away, but no further (these numbers are made up for this example).
An octtree is 500 units big.
Entity 1 (the wolf) will be able to see an object no further than 2 octtrees away in any cardinal direction - but not further.

So, distance checks for that wolf (entity 1) only need to be done (comeplete with expensive square rooting etc) on any entity in the octrees in question.

That way, (I think) all your distance checks should be cheaper, and creatures with short sight ranges should be even cheaper.

*shrugs* Maybe I'm missing something - it's quite probable

Anyway - like the NPC ambitions for equal opportunity interactions

[Edited because I was a numpty and thought the wolf could see three octrees away - thankyou calculator!]
Kangaroo2 BETA2
21
Years of Service
User Offline
Joined: 23rd Aug 2003
Location: Somerset / UK
Posted: 8th Dec 2005 15:34
Hey this looks really good - I like the little touches you're adding such as AI for random animals - with rpg games it can really help the atmosphere. Good use of the advanced terrain and water (shader?) to Keep it up

Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 8th Dec 2005 23:49 Edited at: 22nd Apr 2006 05:07
You know what Tinkergirl, I'm such a jerk. Octrees would probably cut out 3/4 of the existing distance checks. You want to know what I did wrong? On my first planning document, I wrote...

Distance / LOS Checks
Octree Checks
AI

Then I thought "Why would I do distance checks and THEN octree checks??? That doesn't make any sense..." Then I suspect I drank another beer.

In any case, I will absolutely integrate the octrees. A little integer math beats a floating point vector distance check or intersect object any day.

I do appreciate it Tinkergirl!


@Kangaroo2 BETA2 - I do appreciate the comments. Work drives on...



Come see the WIP!

Attachments

Login to view attachments
Tinkergirl
21
Years of Service
User Offline
Joined: 1st Jul 2003
Location: United Kingdom
Posted: 9th Dec 2005 12:30
Glad I could help (and a little sorry you don't have a super secret ace reason for not using them that I could steal )

Bon chance.
Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 21st Dec 2005 10:35
It's been a while since the last update. I've been doing a lot of work, just nothing that interesting.

I took a lot of time exploring game physics. I finally decided on Newton. Here's a summary of my decision:
http://forum.thegamecreators.com/?m=forum_view&t=67391&b=1

Newton is seriously cool. I've still got a lot to work out, but I'm pleased with the results so far. Here's a short, dumb video showing barrels bouncing around. All of my trees fell through the terrain. Weird.

The next update will be a while. I'm going to start my demo RPG soon. Enjoy!

Attachments

Login to view attachments
Tinkergirl
21
Years of Service
User Offline
Joined: 1st Jul 2003
Location: United Kingdom
Posted: 21st Dec 2005 12:29
I see your barrels are 'weeble' style - I take it that was intentional to put their centre of gravity below their physical centre? Was that to represent them containing heavy fluids, or do you just prefer barrels that stay upright

Anyway - good luck again with the physics. It adds so much to a game, both in terms of realism, and in development complexity
Manticore Night
21
Years of Service
User Offline
Joined: 23rd Oct 2003
Location: Ouinnipeg
Posted: 21st Dec 2005 23:42 Edited at: 21st Dec 2005 23:43
Quote: "Bon chance."
BAD FRENCH! *hisses*

It's <<bonNE chance>>

[center]It's amazing how much TV has raised us. (Bart Simpson)

He's back! With 20% less intelligence!
Ian T
22
Years of Service
User Offline
Joined: 12th Sep 2002
Location: Around
Posted: 22nd Dec 2005 02:09
Cool stuff you've got here.

It's interesting you're integrating Newton; I used it in the last version of my RPG engine, and I had a video of it in action. If you can deal with the quirks, it's a fantastic physics system, and the speed hit wasn't too significant for an RPG (in my opinion).

Good luck

Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 23rd Dec 2005 03:46 Edited at: 22nd Apr 2006 05:04
@Tinkergirl -
Quote: "Was that to represent them containing heavy fluids, or do you just prefer barrels that stay upright "

They're full, right now. Dill pickels, perhaps. The center of gravity is a bit low, though.

@Ian T- Thanks!

I'll have something much more impressive to show in the next couple of weeks. Until then!


Come see the WIP!

Attachments

Login to view attachments

Login to post a reply

Server time is: 2024-11-23 11:08:09
Your offset time is: 2024-11-23 11:08:09