Practical Game AI Programming by Micael DaGraca

Practical Game AI Programming by Micael DaGraca

Author:Micael DaGraca [DaGraca, Micael]
Language: eng
Format: azw3, pdf
Tags: COM012040 - COMPUTERS / Programming / Games, COM060080 - COMPUTERS / Web / General, COM051070 - COMPUTERS / Programming Languages / C++
Publisher: Packt Publishing
Published: 2017-06-30T04:00:00+00:00


After designing our race track, we need to define every point position that our drivers need to go to, and because we have a lot of curves, we need to create more point positions than we had before so that the car follows the road smoothly.

We have done the same process as before, creating objects inside the game and using them as position references only:

This is our map with the waypoints in place, and as we can see, there are more points on the curves. This is very important if we want to achieve a smooth transition from one point to another.

Now let's group all the waypoints again, and this time we'll create a different code. Instead of creating a code that manages the waypoints, we will be implementing that calculation inside of our AI driver code and creating a simple code to apply to each waypoint to specify the next position to follow.

There are many ways that we can develop our code, and depending on our preferences or the game genre that we are working on, some methods can work better than others. In this case, we have found that using the code we developed for our Tower Defense character does not fit with this game genre.

Starting with the AI driver code, we have used ten variables, as shown in the following code block:

public static bool raceStarted = false;



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