zeinin Posted March 13, 2006 Share Posted March 13, 2006 Sup dudes. One of my big goals when I started to learn pops was to use them to make a procedural space battle. but It kept on getting put off untill I forgot about it entirely. Well, I had a big idea this weekend to abuse the turn pop combined with a cross product vop system to make very low level intelligent agents. Well, maybe agent is too strong of a word: more like "dots fly around and attack each other". Here are some stills: right now, it is only a skeleton of a full fighter sim. I hope to give each particle it's own set of attributes that controls it's behivior in the fight, as well as wingmen or fighter groups that stay in formation and break dynamicly. The basic way this works: I grab a vector to a "target" particle, then take the cross of that and the pilot's velocity. With that, I have a basic axis to turn the dude on. I modulate the turn power based on how close the guy is to his target. The biggest problem with this right now is the fact that it feedbacks and becomes very artificual looking Any ideas on how to make this better? -Clive edit; removed attachement because of proprietary stuff, fixing tommrow e2: fixt pop_fighters.hip Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted March 13, 2006 Share Posted March 13, 2006 Hi Clive, cool I was also trying to archieve a similar effect.. but by makiing a simple crowd simulator with 2 POP "squads" which would combact each other and kill opponent after a "strenght" attribute were to zero... my problems was/is to add attributes like "sight" and "enemy search"... you example made me putting a bit of time and mind on it again... looking forward to see some results. cheers. Quote Link to comment Share on other sites More sharing options...
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