Hi !
Featured games (91)
games approved by the League of Dukes
Games in Showcase (757)
Games in Android Showcase (229)
games submitted by our members
Games in WIP (844)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  American football simulation  (Read 3276 times)
0 Members and 1 Guest are viewing this topic.
Offline supermancc0386

Junior Newbie

« Posted 2009-12-01 17:49:52 »

I'm working on developing an American Football simulation engine. Right now, everything is still being designed on paper.  So far, I can see easily how I can create a team, and create individual players with their ratings. I can even see creating the stadiums and weather conditions to affect how they play.  My next big hurdle is figuring out how to simulate playing a game. 

I have been looking around for a tutorial but can't find one for this type of thing.

The only way I can think of to start this, is to create a coach class which would make all of the in game decisions based on how the game is going. If I do that, I would pretty much need to create plays, and a playbook.
This seems like an awful lot to generate some numbers. I feel like maybe I am over thinking this?  I mean games like Tecmo Super Bowl III for the SNES had decent season simulation so I feel like there must be an easier way?

Any help pointing me in the right direction would be greatly appreciated!

Offline Alric

Junior Devvie

Projects: 1

« Reply #1 - Posted 2009-12-01 18:43:49 »

Sounds like if anything you're under thinking it. As people talked about in a RTS thread, don't assume that because something was done 20 years ago, it is simple.

I'm no expert on American Football, but I can't think how you're possibly going to simulate a match well without having a set of plays?

Offline broumbroum

Junior Devvie

« Reply #2 - Posted 2009-12-04 23:21:19 »

My next big hurdle is figuring out how to simulate playing a game. 
You should read some about AI design... in a few words, you need to firmly define what are the individual actions--namely "states"--a player would do, the less actions the more reactive would the AI look like at a first glance. Actions are localized through some UID (unique identifier). A second important bunch of definitions is the so-called "inputs" each individual player would receive--actually in a FIFO order--those are e.g. other team is holding the ball, an opponent is very close to the player, etc. but in a really "live" fashion so that you think it is in the real game.   Those "inputs" also have their UID.

With those 2 sets of UID, try to find out a game strategy/tactic. THE BEST WAY IS TO OUTPUT A LOGICAL SCHEME that tells when the player changes from state A to state B and how it goes from B to A back, thus depending on inputs (notice that the fewer inputs, the lesser smart the player can react).
From such a scheme, there are various wayd of implementing it... I do prefer a sequential digital design which offers best performance result over complexity of the schemes (like robots would be designed).

::::... :..... :::::: ;;;:::™ b23:production 2006 GNU/GPL @
on /projects/sf3jswing
Java (1.6u10 plz) Web Start pool
dev' VODcast[/ur
Pages: [1]
  ignore  |  Print  

EgonOlsen (79 views)
2018-06-10 19:43:48

EgonOlsen (59 views)
2018-06-10 19:43:44

EgonOlsen (78 views)
2018-06-10 19:43:20

DesertCoockie (261 views)
2018-05-13 18:23:11

nelsongames (159 views)
2018-04-24 18:15:36

nelsongames (158 views)
2018-04-24 18:14:32

ivj94 (901 views)
2018-03-24 14:47:39

ivj94 (162 views)
2018-03-24 14:46:31

ivj94 (813 views)
2018-03-24 14:43:53

Solater (177 views)
2018-03-17 05:04:08
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!