Project 7: Advanced Computer Graphics: Artificial Intelligence Behind the Graphics


Reference for this project: Chapter 7


Basic AI: aiDumbBiped01
"Dumb AI Bipeds(01)"

x

Figure 1.  A player plus opponent.


ifndef aiDumbtw_wdl;
define aiDumbtw_wdl;

else
{
// scale rotation and linear input by the force modifiers
//aiDumbBiped01_ang_force_vec.pan  = 0;
aiDumbBiped01_ang_force_vec.pan  =  my._max_ang_force_pan__003;     //tw
aiDumbBiped01_ang_force_vec.tilt = 0;
aiDumbBiped01_ang_force_vec.roll = 0;
aiDumbBiped01_force_vec.x = my._max_force_x__003;
//aiDumbBiped01_force_vec.y = 0;        
aiDumbBiped01_force_vec.y = my._max_force_y__003;         //tw
            //aiDumbBiped01_force_vec.y = 0;
            aiDumbBiped01_force_vec.z = 0;
}


Randomizing aiDumbBiped01

if( random(10) > 7.9 )           //randomization
{         
     aiDumbBiped01_ang_force_vec.pan  =110;
}  //end tpw


FPS AI: aiFPS01
"Simple FPS AIs(01)"

include <fxa01.wdl>;
include <weaponfx00.wdl>;
include <weapons00.wdl>;
include <aiFPS01.wdl>;
x

Figure 2.  Spiders.




FPS AI: Path Following

x

Figure 3.  Path added for path-following spider.




Report and demonstration:



Copyright © 2005- 2007  by Thomas Paul Weldon


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