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	<title type="html"><![CDATA[Maratis forum - AI]]></title>
	<link rel="self" href="http://forum.maratis3d.com/extern.php?action=feed&amp;tid=648&amp;type=atom"/>
	<updated>2013-08-10T05:52:41Z</updated>
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	<id>http://forum.maratis3d.com/viewtopic.php?id=648</id>
		<entry>
			<title type="html"><![CDATA[Re: AI]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4558#p4558"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>com3D wrote:</cite><blockquote><p>Did you try importing in collada (dae) format?</p></blockquote></div><p>Yes, I was able to get the .DAE into Maratis with textures intact by importing to Blender and exporting to a Maratis MESH file using the Blender plugin. I was also able to bake shadows to the object in blender and get it into Maratis (That&#039;s a plus.)</p><p>I am having rigging trouble in Blender right now though. </p><p>Thanks.</p>]]></content>
			<author>
				<name><![CDATA[Tutorial Doctor]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2493</uri>
			</author>
			<updated>2013-08-10T05:52:41Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4558#p4558</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: AI]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4552#p4552"/>
			<content type="html"><![CDATA[<p>Did you try importing in collada (dae) format?</p>]]></content>
			<author>
				<name><![CDATA[com3D]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=1488</uri>
			</author>
			<updated>2013-08-09T09:01:37Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4552#p4552</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: AI]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4551#p4551"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>Pär wrote:</cite><blockquote><p>Hey, anybody care to explain how to make a simple AI system?</p></blockquote></div><p>I posted an example on a previous post of yours:<br /><a href="http://forum.maratis3d.com/viewtopic.php?id=500">http://forum.maratis3d.com/viewtopic.php?id=500</a></p><p>I will be working on the actual code for an AI system like this once I find out a good workflow for importing objects with animations into Maratis. </p><p>I can&#039;t get Blender and Sketchup to work with me quite yet.</p>]]></content>
			<author>
				<name><![CDATA[Tutorial Doctor]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2493</uri>
			</author>
			<updated>2013-08-09T08:29:31Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4551#p4551</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: AI]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4406#p4406"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>Pär wrote:</cite><blockquote><p>Hey, anybody care to explain how to make a simple AI system?</p></blockquote></div><p>Yep <img src="http://forum.maratis3d.com/img/smilies/smile.png" width="15" height="15" alt="smile" /><br />As com3d and pleedian have mentioned, the question is a bit vague. Following what pleedian mentioned, you can easily make fish AI.</p><p>For most* other AI&nbsp; you will probably want pathfinding as a basis. You can find many great tutorials online about how to implement pathfinding (one picked at <a href="http://www.policyalmanac.org/games/aStarTutorial.htm">random</a>). Once you can tell an object &quot;go to X&quot; and it finds its way without getting stuck on walls, then the fun begins. </p><p>Unfortunately there&#039;s no pathfinding support in Maratis yet. There&#039;s a great <a href="https://code.google.com/p/recastnavigation/">library</a> which would add pretty much everything we could possibly need if we could get it integrated. Unfortunately I haven&#039;t got the time to do so right now. Maybe someone else might want to make a plugin? *hint hint*</p><div class="quotebox"><cite>com3D wrote:</cite><blockquote><p>Does anyone have first hand experience with RAICK (Ragnarok Artificial Intelligence Creation Kit) ?</p></blockquote></div><p>Never heard of it, but I just looked it up. Looks pretty awesome, but it is pretty much a (nicer) wrapper around the existing AI functionality, so I don&#039;t think that we can (easily) just copy/paste their lua scripts into Maratis. On the other hand, it&#039;s BSD, so there&#039;s absolutely nothing wrong with anyone looking and getting &quot;inspired&quot; by their stuff for within Maratis.</p><div class="quotebox"><cite>Pär wrote:</cite><blockquote><p>Hey, anybody care to explain how to make a simple AI system?</p></blockquote></div><p><em>quoted again because I&#039;m getting back to the original question</em><br />State machines. Research. Learn. Love. Writing a state machine is incredibly easy. Maintaining it as it grows unfortunately is less so. Ideally, I&#039;d like to be able to add a variable type to a behavior which opens up a custom window for manipulating the state machine associated with that behavior (I already have a prototype tool written in a 2D engine... (actually, that gives me a GREAT idea... I might run and do some testing on it in a bit))</p><p>Anyway, those are my thoughts on the situation <img src="http://forum.maratis3d.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> I hope they were at least a little coherent <img src="http://forum.maratis3d.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p><p>*<em>Of course you could have basic AI that just moves in a straight line between waypoints which wouldn&#039;t need pathfinding, chess AI wouldn&#039;t need pathfinding, etc etc etc</em></p>]]></content>
			<author>
				<name><![CDATA[Nistur]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=500</uri>
			</author>
			<updated>2013-07-15T08:09:22Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4406#p4406</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: AI]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4405#p4405"/>
			<content type="html"><![CDATA[<p>Does anyone have first hand experience with RAICK (Ragnarok Artificial Intelligence Creation Kit) ?</p>]]></content>
			<author>
				<name><![CDATA[com3D]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=1488</uri>
			</author>
			<updated>2013-07-14T19:47:53Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4405#p4405</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: AI]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4085#p4085"/>
			<content type="html"><![CDATA[<p>Hey Pär,</p><p>AI is simply a way to apply realistic behaviors to objects in a convenient and automatic fashion.</p><p>Examples of AI are Maratis &quot;Behaviors&quot;, brick-logic, path following, path finding, enemy behaviors (moving toward you, fighting....), animals that flee when you approach them...</p><p>Eplanatory examples can be found at <a href="http://www.etc.cmu.edu/projects/pandai/aitypes.html">http://www.etc.cmu.edu/projects/pandai/aitypes.html</a></p><p>Most of these behaviors involve multiple objects to interact between themselves, initiating a cascade of action-reaction chain (if A do this then B do that and then A reacts to B...)</p><p>The advantage of using AI is that you code the behavior once (ideally as a C++ plugin accessible in the Behavior panel in Maratis) and then you only have to set target objects in the editor and they will behave as expected.</p><p>So to make an AI system, the first step is to choose your desired behaviors,&nbsp; write down the detailed chain of action-reaction and then start to code each of them!</p><p>From the dev roadmap, additional behaviors are planned (simple AI, ready-made player moving (3rd person, platform...)).<br />Hope to see them in a very near future as this kind of feature bring both infinite power and ease of use to the user.</p>]]></content>
			<author>
				<name><![CDATA[com3D]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=1488</uri>
			</author>
			<updated>2013-04-28T11:16:48Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4085#p4085</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: AI]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=4021#p4021"/>
			<content type="html"><![CDATA[<p>How simple are you looking for?<br />in my game &quot;very stupid&quot; ai&nbsp; is just randomly moving <br />(im still doing that ai...but im doing other stuff atm)</p><p>I done the moving like this: <br />i got randomNumber<br />if its below 7 : rotate to one direction<br />if its below 10 (7-10) move straight<br />else move and rotate same time.<br />if player is in vision reduce health of player (but will add more in this part, like shoot, aim etc)</p><p>well it is very stupid ai, havent done yet detection of walls, will do better when got time.</p>]]></content>
			<author>
				<name><![CDATA[pleedian]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=1409</uri>
			</author>
			<updated>2013-04-18T15:25:26Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=4021#p4021</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[AI]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=3984#p3984"/>
			<content type="html"><![CDATA[<p>Hey, anybody care to explain how to make a simple AI system?</p>]]></content>
			<author>
				<name><![CDATA[Pär]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=1252</uri>
			</author>
			<updated>2013-04-12T19:35:06Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=3984#p3984</id>
		</entry>
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