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DarkBASIC Discussion / The DB Classic Programming Challenge Thread

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Libervurto
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Posted: 16th Feb 2008 02:18 Edited at: 16th Feb 2008 02:50
Thanks Alex
My clouds look awesome now but they are still flat
and my sky is still terrible! I can't get it to look anything like a sky!
Sorry if you are trying to follow my code, I'm basically just chucking gosubs at this entry
[EDIT]
I got annoyed with my sky so I got around it by making the sun huge! It worked and actually looks pretty cool, also by chance it added a nice pseudo lighting effect to the mountain
What can I say, I got lucky


How do I make a nice looking sky, I can't work it out

Sinani201
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Posted: 16th Feb 2008 04:28
I liked the old sky from your other entry. No offense, but I think that the abnormally large sky makes your entry look like crap.

Seriously, how do you make the little blue text come up below your message?
Insert Name Here
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Posted: 16th Feb 2008 13:29
Yeah, I agree, the sun looks a little odd.

I changed my entry slightly, there's hills and Bamber Shading now.


You can write crap in DBPro as well as DBC - it just crashes quicker! -TDK

Libervurto
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Posted: 17th Feb 2008 00:35 Edited at: 17th Feb 2008 00:36
Quote: "I liked the old sky from your other entry. No offense, but I think that the abnormally large sky makes your entry look like crap."

You think? I thought it had a nice glare-like effect,
well here's a version with the sun back how it was. I've left the sky black because I can't get it to look good at all.
I wish I knew how to do procedural texturing


Latch
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Posted: 17th Feb 2008 05:38 Edited at: 17th Feb 2008 05:42
@OBese
Looks good! What king of procedural texture are you wanting to create? Maybe a simple form of radial shading for the sun or for a sun setting sky?



@INH
The snow textures look a bit blocky but looks good otherwise. Here's a version for 1.20 with changed lighting so you can see the grooves in the matrix:



Enjoy your day.
Insert Name Here
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Posted: 17th Feb 2008 16:48
Hey! That looks a lot nicer.

You can write crap in DBPro as well as DBC - it just crashes quicker! -TDK

jason p sage
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Posted: 17th Feb 2008 17:07
@Insert You Name HEre - I liked your other sig image better! "Cute Kittie" haha

Insert Name Here
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Posted: 17th Feb 2008 17:48 Edited at: 17th Feb 2008 18:36
Indeed. <Points at attached>

But let's not spam up this thread too.

EDIT: Sorry, OBese, but I couldn't resist. I thought your code was just right for some sort of weird introductory scene. Forgive my crappy attempt:


You can write crap in DBPro as well as DBC - it just crashes quicker! -TDK

Libervurto
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Posted: 17th Feb 2008 22:43 Edited at: 17th Feb 2008 22:47
@Latch
Thanks, I just couldn't get the colours to look right.
This is probably as far as I can take this entry


@INH
haha nice intro
I like your entry because the snowflakes look and act like paper cut-outs looks cool.

TDK
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Posted: 18th Feb 2008 01:38
I'm out of time too - I have to get my article copy written and sent off to the paper before I go to bed, so here's what I've got so far.

Nowhere near as good as I would have liked, (no optimization and lack of realism being the main problems) but to be honest I left it too late before starting...



TDK_Man

Zombie 20
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Posted: 18th Feb 2008 03:06
*hangs head in shame*

couldn't do it, sorry latch, but name the next challenge and I'll keep trying.


Coffee coffee coffee coffee coffee coffee cappacino, JAVA!
Latch
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Posted: 18th Feb 2008 14:36
This is an example I've been trying to upload for a while (but attaching files doesn't seem to work!). It uses link102s death match arena and Comrade Robski's lightning bolt texture. I added some rain and sound effects. It's all medialess (no external media) and memblock free. I did use a couple of functions from the Win32 API in order to detect the desktop settings of the computer it is run on so that it will run in Windowed mode but look like fullscreen at the depth and resolution the user has set.

The sound is reminiscent of 8 bit computers as I did indeed create and use a white noise generator.

WASD to move, mouse to turn, shift to duck/jump. Go under water - the sound changes...

Enjoy your day.
jason p sage
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Posted: 18th Feb 2008 14:46
Ok - Removed HEADPHONES BEFORE You run his code. It does Work - it is legit exe. If its an entry - wouldn't you upload the source?

Anyhoo - nice job.

Latch
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Posted: 18th Feb 2008 15:00
Good point - THE SOUND IS A BIT LOUD - the reason was the low rumbling was hard to bring out and as a result, everything ends up a bit louder.

Not an entry since I set the challenge - just an example. Also, since I use the win32 api, it has to be an exe for it to work properly on non-enhanced version of DBC. I suppose I could dump the auto screen sizing and just set it to fullscreen so anyone could run the source... I leave it at least until the challenge is over.

Quote: "Anyhoo - nice job."


Thanks!

@Zombie
The best way to learn to code is to code...

@TDK
Nice!

@All
There's still about 10 hours before this challenge closes - you might be able to squeeze an entry in under the wire!

Enjoy your day.
Latch
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Posted: 19th Feb 2008 03:38 Edited at: 19th Feb 2008 03:43
Ok, this challenge ended about 2.5 hours ago.

There were some really great entries.

Tone3e
Tornado


Link102
Rain


OBese87
Foggy Mountain Top


Insert Name Here
Snowy


Insert Name Here
Cinematic Mountain


Zombie


TDK
Volumetric Particle Weather


Thanks to everyone who participated!

It was kinda hard to decide because just about everyone had some kind of particle generator and weather effect and there was a wide array of programming skills and experience. I really had to consider a lot of things and it hurts my brain to declare someone a winner over someone else. Well here goes:

1st runner up:


And the winner is:


Congratulations to our winners!
Next Challenge Please!

Enjoy your day.
Sinani201
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Posted: 19th Feb 2008 04:15
Congratulations, OBese87! Looking forward to seeing the next challenge!

Seriously, how do you make the little blue text come up below your message?
Zombie 20
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Posted: 19th Feb 2008 12:24
Indeed, i'm going to be in every single one from now on, I'm slowly getting better by writing smaller programs.

Latch- Pretty soon I'm gonna have another decent entry, promise , I will earn my keep around here, because it is fun and I do love playing with db.


Coffee coffee coffee coffee coffee coffee cappacino, JAVA!
Link102
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Posted: 19th Feb 2008 13:18 Edited at: 19th Feb 2008 13:18
Quote: "Good rain effect. The particle generator was a little
heavy on the processor. I wouldn've liked to see if your
update with the particles only spawning if they were in front
of the camera would've helped. A single added sync would've
gotten rid of the line in the splash texture:

gosub make_texture
sync"

what line in the splash texture? I have dbc1.2 and I didn't see any lines.
And (ass you can see from my previous posts) I did make a version where the rain only spawns in fron of the player, only to never post it becouse I wasn't satisfied with it.
On to the next challenge!

Latch
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Posted: 19th Feb 2008 14:59
Quote: "what line in the splash texture? I have dbc1.2 and I didn't see any lines."


See Attached. I ran yours in 1.2 also... maybe it's a graphics card thing. I think someone else mentioned it in the challenge too.

Quote: "And (as you can see from my previous posts) I did make a version where the rain only spawns in fron of the player, only to never post it becouse I wasn't satisfied with it."

Rats! You should have posted it. You've got some very clever ideas that you should share more.

Enjoy your day.
Insert Name Here
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Posted: 19th Feb 2008 18:55
Hey! Well done Obese87! I did like the clever way the planes were handled.








(sooo close... )

You can write crap in DBPro as well as DBC - it just crashes quicker! -TDK

Libervurto
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Posted: 19th Feb 2008 19:04 Edited at: 19th Feb 2008 19:39
Congrats... me?
Wasn't expecting to win that one
TDK's was awesome but the FPS was bad!

Here's the new challenge

Social AI (2D or 3D)
Challenge: Make a group of computer controlled entities that interact with either each other or the player.
There must be at least two independent entities.

Deadline: Midnight GMT Tuesday 26th February 2008


Here's a basic example:

I kind of screwed it up because he runs away sometimes
What did I do wrong?
PS He's supposed to follow the mouse.

Link102
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Posted: 19th Feb 2008 21:54 Edited at: 19th Feb 2008 23:01
Quote: "Make a group of computer controlled entities that interact with either each other or the player"

so that's a minimal of
player - ai
ai - ai
or player - ai - ai
I'm not really sure what is allowed here. Is it a must that they interact. or is it just mass ai or something?

Quote: "What did I do wrong?"

I have a game from a race entry I made a while back. It uses the same principle as your code.


Libervurto
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Posted: 20th Feb 2008 01:12
I've improved my example


TDK
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Posted: 20th Feb 2008 03:23
I'd like to ask a question for a change!

OK right, say you've got a random matrix containing hills.

Can anyone think of an efficient way to map out all the lowest points of the valleys between the hills - effectively linking them all to make paths?

If this could be done, these co-ords could be used to place waypoints for NPC's to walk around - rather than just walking aimlessly over the tops of steep hills.

I've just spent a good amount of time trying different things, but with no success.

Anyone have any insights?

TDK_Man

Tone3e
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Posted: 20th Feb 2008 03:26
I have an idea. I am thinking of making a sort of mini-game. It would just be 3 slow big cubes trying to squash you(a small cube) and they chase you but the playing area would be small. The cube would sort of roll on their sides so they would only be able to roll forward, backward, or to the sides, but not at an angle. i hope you understand. The camera will be sort of overhead but at a slightly tilted angle. I will try to do this in 3d. Will that fit your criteria?, because I am unsure of what you mean by "interaction".

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jason p sage
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Posted: 20th Feb 2008 05:15
@TDK - Turn mesh into height map... then find and use color "range" as walkable. this is just first glance... but ... then you could a* the colors that are low enough altitude wise.

Libervurto
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Posted: 20th Feb 2008 06:30 Edited at: 20th Feb 2008 08:30
@Tone
Yes that fits the criteria.
The AI cubes will be using the position of the player to judge their next movements .

@TDK
couldn't you simply make the NPC's prefer to move to lower ground?
Then they'd wander until they found a path and then stick to it (I think lol).

[edit]
The matrix isn't very good but here's what I was thinking


Latch
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Posted: 20th Feb 2008 09:21 Edited at: 20th Feb 2008 09:30
@TDK
Not sure what you mean by linking. Link all the of the lowest points so that there is one path with many tributaries throughout the entire matrix, or there could be many smaller paths here and there?

Jason P Sage has a good idea with turning the matrix into a height map.

It seems in any case there would have to be limits as to what value is low and what value is high.

Along the lines of what OBese was saying:

Without actually having to map out the points and the path, you could set a limit, say anything below y=20 is desirable to walk on. No matter where the NPC is, they will want to walk towards or within what is desirable. Compare their last y position with their current one. If both ys are within the desirable range then the NPC continues to walk forward. If they have moved to higher ground (above the desired limit), either turn them around abrubtly or subtly rotate them while they are walking. As soon as they are back within the desired y range, they continue forward until they start going uphill again. Depending on how they rotate, they may zigzag along a path a bit; kind of like a pendulum. If they are in an area where they can't reach the desired elevation within a certain amount of steps or they have rotated in a complete circle, stop rotating them and have them walk straight in an attempt to find desirable ground. If they reach an edge, rotate them randomly in some direction and set them off to find low ground again. And if they bump into each other, have them fight!

Or
Randomize the matrix with hills and carve out a series of roads where the NPC's would walk. Again, you set a limit, any point below y=something is subject to be altered. If the point is lower than the limit then set all of those points to the same value. Ideally the peaks would all be different values so you'd still have varying hills, but these points that you found would all be set equal (maybe to -10 or something) and should form a series of paths - most of which should connect. I'll try to put together an example.

Enjoy your day.
Zombie 20
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Posted: 20th Feb 2008 13:36
sounds fun, I'll give it a shot.


Coffee coffee coffee coffee coffee coffee cappacino, JAVA!
Zombie 20
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Posted: 20th Feb 2008 20:40 Edited at: 20th Feb 2008 21:01
Well have a good start on this one, thanks to obese's example. I went through the commands to see what he was doing so I'd know what all of the calculations are for *I'm terrible with maths, but this is a very good example to learn from*

Anyway, I have 3 circles chasing the mouse, running a little
blocky at 65 fps so I may knock it down to 2 if I can't fix that, and now I am implementing shooting, yup shooting, going pretty well so far. I have high hopes for this one.




Coffee coffee coffee coffee coffee coffee cappacino, JAVA!
TDK
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Posted: 20th Feb 2008 21:06
Quote: "Not sure what you mean by linking."


Sorry for not being clearer. With that phrase I was primarily thinking of creating a texture for the matrix which included a linked sandy path which runs between all the hills. Waypoints would be placed equally along this path.

I had been looping through the matrix with Get Matrix Height() to detect the highest and lowest points (to calculate the height range for texture colours), then repeating the process with Get Ground Height() to create a more detailed heightmap.

But, the texture just wouldn't work so I guess although my method was right, somewhere I was doing something wrong.

I'll get back on it when I'm more awake...

TDK_Man

Link102
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Posted: 20th Feb 2008 23:55 Edited at: 21st Feb 2008 00:15
this is the code I've been working on all day (mainly becouse I had to start over when my computer crashed). It's not an entry (yet), when I'm satisfied with it, I'll try to make a swat team sweep the builing for baddies and whatnot.
any chance of getting that framerate up?


I also made a guide so you don't have puzzle all the time to make a map:


Latch
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Posted: 21st Feb 2008 08:31 Edited at: 21st Feb 2008 09:03
@link
Quote: "any chance of getting that framerate up?"

A couple of things. First, a single cube or a box takes less processing than 6 plains, if 2 or more of the plains face the camera. It has to do with the time it takes to index and render each plain as it's own object. The poly count between plains and cubes is so low, that difference will be negligible; so using a box for a wall might be more efficient than multiple plains. Also, if you have a long running wall in one direction that's essentially a series of linked objects, if you can reduce that to one object you'll improve performance.

Unless you need the precision of the floats, get rid of them and use integers for your camera rotations. Integers are much faster.

Use OBJECT IN SCREEN() to determine if an object is in front of the camera or not. If it is: SHOW OBJECT, if it isn't: HIDE OBJECT.

I believe you can change the expression:
(keystate(17)=1)-(keystate(31)=1)
to
keystate(17)-keystate(31)
Instead of testing each case as true or false (1 or 0) it will just return the state without the test which results in the same value.


@TDK_Man
Quote: "I was primarily thinking of creating a texture for the matrix which included a linked sandy path which runs between all the hills"


Oh, ok! I think I can save you some math by just using an overhead shot of the matrix and Lee Bamber's normalizer. This example is for DBC 1.20. Basically, everywhere dark is the low point of the texture. I use the Green component as the level indicator. Basically, anything below 32 would be considered a path. Use your own matrix and snap shot and modify the image as you need to change the colors and make the path sandy.



Enjoy your day.
Link102
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Posted: 21st Feb 2008 15:16
what about static objects?

jason p sage
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Posted: 21st Feb 2008 17:33
Does DBClassic have "Set Exclude Object On (or Off?)" ?

If so - that has a bigger performance impact in your favor for "Hiding" offscreen objects - UNLESS they are the "Main" object where there are instances linked to - cuz it hides all of em.

also - Object In Screen is kinda funky for big stuff - I think "Set Object Radius" Might help - however - In DBPro and In DarkGDK - the trick for this problem is called Frustrum Culling (and there is Frustrum Limb Culling) almost same thing... set up slight different to cull limbs though.

anyway...just a comment

Libervurto
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Posted: 21st Feb 2008 18:27 Edited at: 23rd Feb 2008 20:02
@TDK
Just a small point if you're going to use Latch's idea; I'd colour the backdrop with the colour you will use for the highest point, then your world will have high borders. If that's what you want anyway
[edit]
scrap that actually, better to code a border in, then you get the normal shading too.

@Link
Nice work, looks like there will be some path finding in there .

@Zombie
If you're going to have several "sprites" it'd be better to use an array otherwise you have to declare a whole set of variables for each new "sprite". (I should name those little guys )

I know you were having trouble with arrays before so here's how I'd do it.

If you move the mouse quickly they appear to get disorientated and start running off in opposite directions

[edit]
I found this fish program that is a more advanced version of my example. http://wizardgang.googlepages.com/lii'sspace
they appear to get random waypoints if the mouse isn't moved.

Latch
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Posted: 22nd Feb 2008 11:41
Quote: "Does DBClassic have "Set Exclude Object On (or Off?)" ?"

No, unfortunately, nor does it have Set Object Radius.

@link
Quote: "what about static objects?"

I've never actually used them. When I've tried, I've always gotten a performance decrease. Maybe I'm not using them right.

What I did try with your code, was making the maze a single object. It improved performance dramatically. I also lowered the screen resolution and the bit depth which helped tremendously:



Enjoy your day.
TDK
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Posted: 23rd Feb 2008 02:08
Quote: ""what about static objects?"

I've never actually used them. When I've tried, I've always gotten a performance decrease. "


You're lucky. When I (try to) use them, DB crashes when I run it and wants to 'phone home' to Microsoft!

TDK_Man

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Posted: 23rd Feb 2008 05:22
Obese- Thank you very much for another example. I've caught the flu so i'm less than happy with my overall state but...I will not be put out of this challenge!


Coffee coffee coffee coffee coffee coffee cappacino, JAVA!
Link102
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Posted: 23rd Feb 2008 13:27
@ Latch
Thank you, I'll take a look at it when I get home
currently I'm working on shooting and ai in 2d - topdown.

@ TDK
If you google "phone home microsof" or "phone home windows xp" you might get a tutrial on how to turn it off. I've got it turned off.

Tone3e
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Posted: 23rd Feb 2008 21:06
ok i started on mine too find out I suck at coding still. I couldnt do the cube because the rolling did not look smooth enough at times. I am using spheres instead. I dont know how to program the main part which is the a.i. I want to make it so that you have to run away from the blue ball. Any help? I am going to install a timer so the one who lasts the longest wins.
Well at least I tried.


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Sinani201
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Posted: 23rd Feb 2008 22:18
I got a nesting error

Seriously, how do you make the little blue text come up below your message?
jason p sage
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Posted: 23rd Feb 2008 22:27
Tone - Challenges are so you keep trying to get better man! Cheer Up - Do Some More Debuggin - Small Steps - I've written the same routines thousands of times and I learn something different each time... BTW - it took MANY MANY attempts to start really getting the swing - you're doing fine.

Link102
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Posted: 24th Feb 2008 01:01 Edited at: 24th Feb 2008 01:39
the nesting error is becouse of

doesn't have a endif

@ latch
I like what you did, but I think I'm going to chop the object up in 4 to 8 pieces. To preserve the lighting data

and here's the top down shooter:


There are a couple of bugs I don't know how to fix;
- the hitratio "str$((100 / score(1)) * score(2))" (score(1) = bullets fired and score(2) = bullets hit) often returns 0
- when you first hit retry and then die again, it skips the menu screen and continues a new game

Libervurto
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Posted: 24th Feb 2008 04:22 Edited at: 24th Feb 2008 04:37
Looking at that flash fish game I decided to add in a waypoint system. By moving the mouse you set all the lads' waypoint to the mouse position, but if you stay idle they will "get bored" and wander off to their own random waypoints.
It's a bit stop and start at the moment, I'd like to get it smoother flowing, and to do that I think I'll set the individual waypoints once they've been reached (or nearly reached as coder would say ).


@Link
just spotted your code, will have a look now
Nice little game although after the first time I died I never died again even when 0%??

Link102
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Posted: 24th Feb 2008 14:41 Edited at: 24th Feb 2008 14:47
Quote: "Nice little game although after the first time I died I never died again even when 0%??"

yes, that's what I've been heveing too:
Quote: "- when you first hit retry and then die again, it skips the menu screen and continues a new game"


the retry button is called with a single function: "button(tag$,x1,y1,x2,y2)" to check if it is clicked you just put it in a if statemand "if button(tag$,x1,y1,x2,y2) then jadajada". somehow the button keeps returning 1.

edit:
I fixed the bug, I talked about in this post by adding a variable inbetween the mouseclick() and the output of the function
enjoy


Dark Dragon
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Posted: 25th Feb 2008 19:34 Edited at: 25th Feb 2008 19:36
Uh... Whats the challange again??
I Guess i missed it...What happened to obese's idea?
I'll look again.
Sinani201
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Posted: 28th Feb 2008 05:25
The challenge is to make an AI system, I believe. And the book idea is kind of... well... over. But I did like it!

Seriously, how do you make the little blue text come up below your message?
Latch
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Posted: 28th Feb 2008 15:06
when does this compo end

Enjoy your day.
Link102
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Posted: 28th Feb 2008 15:50 Edited at: 28th Feb 2008 15:51
Quote: " by: OBese87
Social AI (2D or 3D)
Challenge: Make a group of computer controlled entities that interact with either each other or the player.
There must be at least two independent entities.

Deadline: Midnight GMT Tuesday 26th February 2008
"


there was a book, it's on the previous page

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