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Invisible wrote:
> Actually, to be honest, I have no clue how you even implement something
> like a bot for an FPS in the first place. The CSS bots are better than
> anything *I* could implement! o_O
Damn, you had to include that paragraph... Just as I was about to reply "go
make your own then".
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Invisible wrote:
> Well, I played Quake II from beginning to end. Not easy when you don't
> have a 3D card! (I wonder - are modern games even *playable* without
> one?) And then I played it all again on a machine that had 3D
> acceleration.
>
> The next game I played was Halflife. Now, I don't know what other games
> existed at the time, but compared to Quake II, Halflife was a hell of a
> lot different.
How big were either of those games? Try this one, 96 kilobytes. You'll take
less than an hour to beat it though :)
http://www.theprodukkt.com/kkrieger
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Nicolas Alvarez wrote:
> How big were either of those games? Try this one, 96 kilobytes.
I was thinking about that. If you start comparing a 64K program on a
Commodore 64 to a 64K program on Windows with DirectX 10 installed, you get
entirely different kinds of programs. :-)
--
Darren New, San Diego CA, USA (PST)
"Ouch ouch ouch!"
"What's wrong? Noodles too hot?"
"No, I have Chopstick Tunnel Syndrome."
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Darren New <dne### [at] san rr com> wrote:
> Nicolas Alvarez wrote:
> > How big were either of those games? Try this one, 96 kilobytes.
> I was thinking about that. If you start comparing a 64K program on a
> Commodore 64 to a 64K program on Windows with DirectX 10 installed, you get
> entirely different kinds of programs. :-)
The 96 kB is slightly less impressive when you think that it's using
a humongous multimedia library installed in all Windows systems (namely
DirectX).
I wonder how much larger the program would become if it had to draw
everything in software...
--
- Warp
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Warp wrote:
> The 96 kB is slightly less impressive when you think that it's using
> a humongous multimedia library installed in all Windows systems (namely
> DirectX).
The thing is, many textures would be larger than 96KB by themselves if they
were compressed bitmaps!
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>> Actually, to be honest, I have no clue how you even implement something
>> like a bot for an FPS in the first place. The CSS bots are better than
>> anything *I* could implement! o_O
>
> Damn, you had to include that paragraph... Just as I was about to reply "go
> make your own then".
It's something I'd love to do, except that
1. I have no idea how to program AI.
2. I have no idea how to program in C.
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> It's something I'd love to do, except that
>
> 1. I have no idea how to program AI.
Learn how to then, plenty of info on the web, or get a book.
> 2. I have no idea how to program in C.
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>> 1. I have no idea how to program AI.
>
> Learn how to then, plenty of info on the web, or get a book.
The amusing thing is... artificial intelligence was actually one of my
final year degree modules! :-P
Sure, if you want me to build a 3-layer feed-forward artificial neural
network and train it by supervised learning to classify a sense space
into several categories using a backpropogation algorithm, I can do
that. But that's not really applicable to programming an intereactive
bot to nagivate around a map and shoot things.
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> The amusing thing is... artificial intelligence was actually one of my
> final year degree modules! :-P
>
> Sure, if you want me to build a 3-layer feed-forward artificial neural
> network and train it by supervised learning to classify a sense space into
> several categories using a backpropogation algorithm, I can do that. But
> that's not really applicable to programming an intereactive bot to
> nagivate around a map and shoot things.
Perhaps not, but why not just start with a basic map and see what you can
come up with code-wise? You can probably use Haskell for this and just use
text output if you can't do graphics. Start with a simple 2D map with
obstacles and a "target", then you can gradually make it more complex and
see how you get on. Could be quite a fun little project with loads of
possiblities for expansion.
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scott wrote:
> Perhaps not, but why not just start with a basic map and see what you
> can come up with code-wise? You can probably use Haskell for this and
> just use text output if you can't do graphics. Start with a simple 2D
> map with obstacles and a "target", then you can gradually make it more
> complex and see how you get on. Could be quite a fun little project
> with loads of possiblities for expansion.
Hmm... I could build a simple PacMan game engine that accepts "user
input" via TCP. And then I can either control it by hand, or write
various computer programs to drive it... Interesting. ;-)
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