Simulation Engine (Ogre3D) Tech Demo

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Uploaded by on Dec 16, 2010

A project made during a simulation engines course at Chalmers University of Technology, Sweden. The demo is set up as a hide'n'seek game where the player tries to catch the AI controlled ninja. The arena is generated randomly with a user set size, number of doors etc. The AI is built on A* and three levels of behavior, dont flee, flee slow and flee fast. I just want to add that no effort was put into design, such as textures etc. This is due to that we only had 8 weeks to finish it. The demo can be split up into four extensions:
AI - Magnus Andersson
Computer Graphics - David Björkman
Software Engineering/CGUI - Isac Sagerholm
Physics - Suvash Thapaliya

Also want to thank Ogre3D, Bullet Physics, Ogre Bullet, CEGUI, MicroPather for providing all open source software used during this project.

If you have any questions just leave a comment!

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Uploader Comments (mangans84)

  • Skit snyggt gjort men när ni demonstrerar pysiken så går det väldigt långsamt för sten blocket eller var det är för att krocka med den rosa väggen vad beror det på? är det datorn eller....

  • @zaxceXXX Jag har inte gjort fysikdelen, men jag tror "stenarna" kastas ut med en konstant hastighet. Om man vill att det ska se realistiskt ut så kan man väl antagligen höja det värdet. Verkar inte som gravitationen påverkar något vidare heller, det kan bero på att stenarnas massa är liten. Det var väl bara för att visa att det var någon fysik över huvud taget. Det var väl tänkte att "spelaren" skulle kunna springa igenom väggar osv, men han lyckades aldrig få till någon lösning på det.

  • @zaxceXXX Tror vi hade mellan 65-80 fps...

  • The AI picks a random free position in the arena and creates a path to it using A*. Depending on the size of the arena the random position is assigned a minimum distance, away from the ninja guy, to get longer/smoother paths.

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All Comments (6)

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  • Use pointers to adress the position of each coordinate

  • That's neat, is wandering mode random, or does the ai have some way of decing which path to follow?

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