In this project I expect to cover much of what a Game Engine´s AI module needs. This is:
MOVEMENT
By movement I am referring to all basic steering behaviours that can be achieved by an entity. This includes seeking, fleeing, wandering, formations, flocking, collision avoidance...
PATHFINDING
This module will include a graph implementation which will include a static and a dynamic graph creation tool. I will use A*, probably with some minor modifications, to accomplish pathfinding.
It is also probable that, if theres time, I include an IDA* implementation which could be use by games with more complex graphs (but I do not think this is a priority in the project).
DECISION MAKING
Crystal Space is very strong in this area because of its quest property class which works as a great state machine. I have a GOAP (Goal Oriented Behaviour with planification) implementation in mind, but I am not sure of what it would be. I am working on that and I will add some info on this as soon as possible :)
There is much more to do, but I am leaving that for further projects as it is not within the scope of a three month project. Further work within this project should include:
TACTICS AND STRATEGY
LEARNING
FURTHER WORK WITHIN DECISION MAKING
Further description of each module will be added under each category:
- Steering Behaviours
- Pathfinding
- Decision Making
Please, feel free to add any comment or idea to this blog. I will get back to you as soon as possible
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