### Author Topic: AI  (Read 1162 times)

#### Grooveski

• Sr. Member
• Posts: 468
##### Re: AI
« Reply #15 on: June 19, 2017, 10:21:17 PM »
The bitch about the old 'perfect line' AIs was that they were only ever any use on the particular bike that you used to make them.
...and although I got a few in GP500 to almost give me a run for my money - that was as good as I'd ever get them because that was as fast a way of getting round the track as I knew.  Always reckoned that a big step towards a good raceline would be to have a quicker rider making them in the first place.

Bot AI's sound great.
« Last Edit: June 19, 2017, 10:23:15 PM by Grooveski »

#### h106frp

• Hero Member
• Posts: 1782
##### Re: AI
« Reply #16 on: June 19, 2017, 11:18:45 PM »
Yep.

But I was thinking about something. The easier would be to have distance to the next corner or distance between corners.

Does a CL definition file help? It describes the track as straight lines and arcs
Code: [Select]
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#### tchemi

• Sr. Member
• Posts: 458
##### Re: AI
« Reply #17 on: June 20, 2017, 10:41:14 AM »
Woa ! It is very detailed. Not very easy to read but this look complete.

#### JamoZ

• Hero Member
• Posts: 916
##### Re: AI
« Reply #18 on: June 20, 2017, 06:55:14 PM »
Speaking of AI using the same physics with no external forces AT ALL:
Stunning. I'm ecstatic.

Nice, using a video of august 2016 while the AI had an overhaul 2 months ago

#### PiBoSo

• Hero Member
• Posts: 2416
##### Re: AI
« Reply #19 on: June 20, 2017, 07:09:43 PM »
Speaking of AI using the same physics with no external forces AT ALL:
Stunning. I'm ecstatic.

Nice, using a video of august 2016 while the AI had an overhaul 2 months ago

1) I have no idea and don't care about what others are doing, unless they are direct competitors
2) the main point of linking the video was to showcase the fact that many games use simple physics and even fake forces to move the AI cars around. This obviously makes it very easy to make them as fast as you want, even impossibly quick
3) It still was quite some time after the first release ( like two or three years? ) so kind of funny for a mid-sized development team with no other project to care for