Bot paths are generated similar to the Q3 model based on Areas & Reachabilities (the red stuff on the video). Reachabilities are not calculated though but TESTED based on an actual player character. I chose to use a brute-force method of testing every possible position and move. And it works very fast.
Posts categorized “Development log”
Added Link-Dead pages to
Steam Community : http://steamcommunity.com/groups/link-dead
&
moddb : http://www.moddb.com/games/link-dead
Join them now!
Again I’m inspired by Quake 3. Read Jean Paul van Waveren’s thesis.
Excellent introduction for non-coders to bots AI – Jan Paul van Waveren’s bio I remember first time playing with bots in 1997 in Quake I thought God himself created such an awesome thing.
Do you think the people who were trying to reach to the Everest were not full of doubts?
“For a hundred years, how many people tried and how many people have lost their lives? Do you know how many people never came back? Not even their dead bodies came back; they got lost, lost forever. But, still, a few courageous people went on and on….. …But people went on coming from all over the world, risking, knowing that they may not come back ever, they may be lost. But it is worth it — because in the very risk something is born inside you: the center. It is born only in the risk. That’s the beauty of risk, the gift of risk.” Osho








