Nycholas Weissberg presents his racing game A.I.R. - a work in progress.
Hello BlenderNation!
I bring to you all a downloadable demo of the Artificial Intelligence that I am working on (Project A.I.R). There is still much to be done, but I think the community may like my contribution. This is the first AI that I've made available for download. Hope you enjoy playing around with it.
The main idea of this project is to make an working racing game A.I. for all the blender community to use in their own projects. Although currently usable it's still a work in progress.
Here are some questions and answers from the BlenderArtists forum:
Q - cypher2012:
Nice work. Are you using a combo of path following and waypoints? I haven't made race game before, but I'm guessing that's how it's done. Looks really smooth. Well done.A - Me:
It's more waypoints than path finding, since there are no alternative roads, using waypoints seemed more strait forward...Q - Smoking_mirror:
Looks really interesting. How are the cars calculating their path? Are the drawlines an illustration of raycasting? They're pretty good at avoiding crashes.A - Me:
The def controllerAI() inside the Script "carControll.py" does the controlling of the vehicle in this file you will find all the calculations.
The lines that are the SAME COLOR as the Car's Stripe are Vectors that are used in the calculation of the Path he needs to follow.
The WHITE line is used to calculate the Angle to the furthest point of the Track possible in the current speed of the vehicle.
The RED line that eventually appears is the Ray casting that verifies proximity of other vehicle, in other words, the eyes of the driver.Q - SolarLiner:
How good/complex are the physics for the cars? IMHO they take turns a little bit faster than I would think they would.
Anyway nice AI! Smooth and enjoyable to watch. Good job on that!A - Me:
The car is using the car constraints physics similar to the one found HERE It's quite good, also In the Motor.py Script I implementer the car's gear ratio explained HERE and HERE also the gear values in:
line 122: GearRatio = [3.78, 2.12, 1.27, 0.87, 0.66]
Are the actual value for this model of Jetta. So the speed of the vehicle for example in first gear at 2000 RPM is the actual speed that the real Jetta would go at.
line 165: maxSpeed = ((82.1 * own["RPM"]) / (GearRatio[own["GEAR"]]*3.42))/1000The RPM can be calculated from the current speed:
line 136: own["RPM"] = ( ( (ownSpeed*1000) * (GearRatio[own["GEAR"]]*3.42) ) / 82.1 ) + power
power is the power that the driver is applying to the car, in other words, the gas.Thank you very much for the attention, feel free to use this A.I. as you like.
4 Comments
Hi! The links in your post doesn't work, but they seam very useful( the gear ones). Could you update HERE to urls?
I just checked the link and it's okay but you will need to log in to BlenderArtists for the download.
I meant about:
he car is using the car constraints physics similar to the one found HERE
and:
Motor.py Script I implementer the car's gear ratio explained HERE and HERE
Where "HERE" had to be links, but they ain't
Ah I see! I copied that from the BlenderArtists thread so you'll find the links there :)