[epiar-devel] Robotic Motion
Matthew Zweig
thezweig at gmail.com
Fri Nov 27 14:18:00 PST 2009
If you're referring to the AI ship shiver, I think that's been fixed
when I changed Direction from an enum (left center right) to a capped
float in degrees. Let me know if you're still seeing it, my
performance issues may be hiding other problems.
Currently, the AI doesn't intelligently choose new plans, it's more of
a random thing. I still need to work on that. I think that that may
need to wait until we add more complex 'missions' for the AI to enact.
( The plans now are still really simple.)
If you're talking about the TAG shake, then I've got no ideas.
~Matt Zweig
On Nov 27, 2009, at 11:35 AM, Christopher Thielen <cthielen at mac.com>
wrote:
> The shaking thing does need to be fixed ASAP, there are certain bugs
> that just bother everyone. :)
>
> Epiar used to fix this by allowing error in flight paths, eg AI wants
> to fly at 36 degrees but is at 37, so stay that way. Only once it's 4
> degrees off must we alter course.
>
> --
> Chris Thielen
>
> Pardon any brevity, this e-mail was typed on a mobile device.
>
> On Nov 27, 2009, at 9:57 AM, moses <moses7 at mchsi.com> wrote:
>
>> Would it be possible to add-in ship or robotic intelligence? To keep
>> the NPC ships from shaking about on path detection, what if they
>> were to
>> wait X amount of time before choosing a new path. This could help
>> them
>> from randomly choosing new paths every tick cycle or so as well
>> increase
>> game speed. It could then be implemented in an XML file for a
>> specific
>> ship, such as naming this variable AI.
>>
>> AI: Path Detection Cycle
>> 1 - Smart 1s
>> 2 - 7.5s
>> 3 - Average 15.0s
>> 4 - 23.5s
>> 5 - Dumb 30.0s
>>
>> * Excluding attacks/ambushes = Path detection time * 50%
>>
>>
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