Whats the issue with adding ai?

  • jward212
    7th Dec 2014 Member 0 Permalink

    @ROHANman (View Post)

     coding knowledge is a progressive thing, I started off with scripting lua, html, cmd prompt commands then went on to learn the structure of C++. il'd love to see more ideas being made a reality... well so I can steal them and put it into my source and scripts :P

    @zBuilder (View Post)

    omg its so much of a Hyperbole .:double :P :.

     

  • ROHANman
    8th Dec 2014 Member 0 Permalink

    I don't think there is a mod currently that simulates AI. Correct me if Im wrong.

  • Lord_Bowserinator
    8th Dec 2014 Member 2 Permalink

    The only real problem I can see is the lag with searching.

    The only other real problems devs would see are "it's useless" 

    What happened to the powder toy being for us instead of being for uses? It's not like we are going to complain terribly (Unless it was bad, but that's only really if the suggestion was bad or they didn't follow most of the things)

  • jward212
    8th Dec 2014 Member 0 Permalink

    As i was saying I've scripted head crabs in a lua script and they, at the start ,were hard to find out how to do certain details but in the end got there, it would be easy to mod the script so it has some of your suggested items. fish would be Veerry easy to do. could be something like a partical with deco that weighs the same as water.

     

     

    Bowserinator, only more the reasons why AI should be in mods and scripts only

  • ROHANman
    8th Dec 2014 Member 0 Permalink

    @jward212  

    A properly polished AI system, would eaisly find it's place in vanila TPT.

  • FeynmanLogomaker
    8th Dec 2014 Member 0 Permalink

    You mean like TRON?

  • ROHANman
    8th Dec 2014 Member 0 Permalink

    @FeynmanLogomaker 

    No, not really. Tron is an AI, but I ment somthing  more like the ones found in the powder game. Can that be done in C++? Is it possible with existing TPT code?

  • jacob1
    8th Dec 2014 Developer 0 Permalink
    Like I sort of implied earlier, I don't think coding it would be as simple as it sounds. It's easy for things like head crabs to go towards stickmen, there is only ever one stickman and it can just head towards it. But similar to moving solids, particles don't really behave as a group.

    Even things like this aren't that simple: "If a bee dectects GEL (honney) in it's radius". We don't have a function to search for the nearest particle of type x because that would be extremely slow. (Actually maybe we do ... but if we do it definitely hasn't been used in forever due to being slow)
  • FeynmanLogomaker
    8th Dec 2014 Member 0 Permalink

    We definitely have a function like that, but it is just as slow as you said.

  • mecha-man
    8th Dec 2014 Member 0 Permalink

    Yes TPT elements try not to use any elements that have actions at a distance and if it does, it is usually in a straight line (significantly reducing the number of checks). Ambient heat, pressure, and other things like that are hardcoded into the simulation itself, with the different elements just having different values.

Locked by jacob1: rejected, too complicated to code ):