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Waypoints?
Does this bot require waypoints? Or how exactly do the bots move around and do their thing?
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Re: Waypoints?
No waypoint for this bot... great no? 8)
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Re: Waypoints?
With the versions currently available for downloading, the bots "sample" their field of view exactly the way humans do, and navigate in consequence. Actually I can boast to say they're the first and only bot to REALLY SEE their environment 8)
however that doesn't make them the smartest mechs around, because it's a very CPU-intensive process and the bot is far from being terminated ; it was just to show people that it is possible to make a bot that doesn't use waypoints at all, a bot that is virtually able to play on every map you put it in - and that is already a cool thing :) In the next release however (although it is already implemented in template #2 but not activated), the bots will make use of a kickass feature: the navigation mesh, that will allow them to LEARN the map. Cause currently, all they do is wander around, but they have no memory ; i.e. when they turn back it's just as if they thought they never walked that way before, and that's why you can sometimes see them doing stupid things. But with the navmesh working, and the independent time-sliced A* pathmachines, the bots will REALLY learn from your moves, and will be able to follow a player everywhere he goes. I have good hopes that this will be one of the l33test navigations around :) A technical paper on how to do this is available at: http://racc.bots-united.com/tutorial-navmesh.html I'm currently in the last phase of this development, that is, the bots already learn the map pretty well, and they are already able to figure out paths to go everywhere, and I'm writing the function that makes the bots walk and follow the paths they've found. On this domain I'm a bit late compared to other bots such as RealBot and JoeBot XP who've done a great work already :) |
Re: Waypoints?
Well, when your done be sure to let us all know. I would really like to try out your bots...
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Re: Waypoints?
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btw, i think with your navmesh you can already create paths! If you have goals, you just run your A* path finder and you get paths. If you let the A* path finder search for the fastest path, you can already set the meshes the bots walk on to a certain value so bots know those meshes are more important then others (i assume you do it this way to indicate which places should be walkable / used), your bot should be able to play right away then? |
Re: Waypoints?
yes, sort of :) The only thing missing is a good BotWalkPath() function, like I told you. But now I'm fiddling with another bug, the bot crashes in The Specialists, don't know why.
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Re: Waypoints?
Heyyo,
PM, just readin' that stuff made my jaw drop to the floor dude... AMAZING! :D I've played many different versions of ya bot, and I'm amazed no one's tried to make a modded version of ya bot from the sourcecodes. I was thinkin' about tryin' to learn C++ and tryin' to make a halobot... And also, try to implement the movement from your bots style.. Tha'd be crazy, a warthog, tryin' to drive around with no waypoints, and doin' a good job of it too. :) but right now, I'll stick with basic programmin', and mod GTA3 and VC :P |
Re: Waypoints?
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9_9 i've got some problem with. |
Re: Waypoints?
unfortunately not... and I'm too lazy to translate it all :)
What part of it you don't understand ? |
Re: Waypoints?
héhé ... i lose patience very fastly :)
but like my signature say, it's a very good work for me. i become when i have hardly work :) |
Re: Waypoints?
Heyyo,
Quick lesson in english, err, do not just translate french words into english, because you also have to do grammar checks. Like for example, "I'll miss you," translated directly from french is "You'll miss me." Or something like that, don't remember, I wasn't really payin' attention that day. Lol... |
Re: Waypoints?
:) thanks, for your help. there is mislaying :) ,
do not disturb the topic for me. |
Re: Waypoints?
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----------------------------------------------------------- Search for mislaying produced no results for the selected Options Please ensure that the selected options make sense for your query. If this is the case (and there are no typos in the query) then, unfortunately, our dictionary contains no entry for this word. ----------------------------------------------------------- but translating mis and laying into german and back resulted in this: to get it wrong which would make sense, am i correct *g* ? Cheers MeMeD |
Re: Waypoints?
Heyyo,
Bayo, try out this website if you need basic translation (note, do not use this to cheat on essays and such, cause it doesn't do a very good job :P) http://www.freetranslation.com It'll do english to french and what-not, but very basic. Mainly cause they want you to pay money for the "professional" translation. ;) |
Re: Waypoints?
bouuuuuuuuuuu :) why meeeeeeee
i just use translate.google for vocabulary mislaying <=> égarement (an eine bestimmte Stelle legen und nicht wiederfinden können ??????)(au pif) i don't understand german one day i must be very good in english.... but Quote:
Thanks |
Re: Waypoints?
I'm keen on your post BaYo, with your mix of french and english, little german sometimes, and so on... very funny!
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Re: Waypoints?
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Onto the topic. Call me crazy, because I plan on using Pierre's system in my own little creation, now that I have gotten a compiler that compiles without complaining over the vector.h file, I think i can get started. But for now, I will use the standard system in the HPB bot until the version where it stores the nav info is out. Oh and guys, good thing you kept the humour, I read the Navmesh tutorial, and some of the guys here made me laugh, especially the text under the RealBot forum... ;) Catch you guys in the neighborhood sometime huh? |
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