Sensath
01-20-2004, 07:26 PM
Well, I just wanted to write some ideas out. I've searched and have not seen any relevant posts on AI and behavioral patterns. So if no one is working on it, I guess I can give it a go.
Introductions first, I'm NEW! :shock:
Ok, so I *use to* develop about 4 years ago (almost to the day!) and do it in my spare time when I feel frisky. I've helped some others develop software during that time (that turned commercial), so I hope I haven't forgotten everything! If I have, feel free to abuse me.
Now, back to the subject at hand. I feel the AI needs a little sprucing up. So if no one is working on it, I think I may give it a go around. This won't be the most brilliant piece of work ever created, but I'm sure the real coders here can fix any mistakes that I may create.
I've got some starting ideas of what I want to accomplish. This is more of a design overview at the moment, until I figure out how to inject the code correctly.
Please forgive me if this seems incoherent, it's just a start.
Random Note#1
I'll have to create a database variable for each creature called Wanderlust. This would give each creature type a psuedo random variation in the amount of time they stood still. An example of this would be:
Wanderlust = 0.50
Global_Wanderlust_Time = 60 // (seconds)
Wanderlust_Time = rand(Global_Wanderlust_Time * Wanderlust)
Random Note #2:
Assume that we have obtained a bearing (from true north) of the last route the creature walked. It would be randomally initialized on Spawn and updated once a creature started taking moving.
Let's tell our NPC that we want it to start walking away from (approx) the direction that it was just heading. The below line gives the NPC their next bearing of 180
Introductions first, I'm NEW! :shock:
Ok, so I *use to* develop about 4 years ago (almost to the day!) and do it in my spare time when I feel frisky. I've helped some others develop software during that time (that turned commercial), so I hope I haven't forgotten everything! If I have, feel free to abuse me.
Now, back to the subject at hand. I feel the AI needs a little sprucing up. So if no one is working on it, I think I may give it a go around. This won't be the most brilliant piece of work ever created, but I'm sure the real coders here can fix any mistakes that I may create.
I've got some starting ideas of what I want to accomplish. This is more of a design overview at the moment, until I figure out how to inject the code correctly.
Please forgive me if this seems incoherent, it's just a start.
Random Note#1
I'll have to create a database variable for each creature called Wanderlust. This would give each creature type a psuedo random variation in the amount of time they stood still. An example of this would be:
Wanderlust = 0.50
Global_Wanderlust_Time = 60 // (seconds)
Wanderlust_Time = rand(Global_Wanderlust_Time * Wanderlust)
Random Note #2:
Assume that we have obtained a bearing (from true north) of the last route the creature walked. It would be randomally initialized on Spawn and updated once a creature started taking moving.
Let's tell our NPC that we want it to start walking away from (approx) the direction that it was just heading. The below line gives the NPC their next bearing of 180