Hi !
Featured games (85)
games approved by the League of Dukes
Games in Showcase (623)
Games in Android Showcase (176)
games submitted by our members
Games in WIP (674)
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  
  Moving Enemies  (Read 1204 times)
0 Members and 1 Guest are viewing this topic.
Offline bauerr

Junior Devvie

Java!!!!!!!!!!! !!!

« Posted 2004-10-22 13:03:23 »

Hello All,

after writing some basic games, I'm trying to create something like Pacman, but at the moment I have no idea how to move the monsters/enemies.
At the moment the I decide at random in which direction they should turn when hitting an obstacle, but this leads often to some aimless moving.
How do I get their moving a bit goal-oriented?

Any hint would be appreciated.


Offline crystalsquid

Junior Devvie

... Boing ...

« Reply #1 - Posted 2004-10-23 07:51:49 »

Pacman is interesting because each of the ghosts used a slightly different algorythm for its movement. You could try googling for more details (there are bound to be explanations on fan sites).

I think it was something like:

- One ghost always moved alternately (randomly?) left/right when it hit a junction.
- One tried to follow the player (turned towards the player at a junction)
- One tried to get in front of the player (same as above, but the target point was the next junction ahead of the player)
- The last moved randomly until it 'saw' the player and then chased him until player was out of range (pacman moves faster than ghosts)

The idea was, with 4 behaviours, the ghosts all behaved differently, and any wirdness was lost in the general chaos of the game.

Hope this helps,

Offline 2DGamer

Senior Newbie

Java games rock!

« Reply #2 - Posted 2004-10-25 11:12:28 »

Also, have a look at the A* algorithm (A star) for a little ghost "AI". You get some pretty nifty results from it ( well... I thought it was nifty Smiley ).
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline crystalsquid

Junior Devvie

... Boing ...

« Reply #3 - Posted 2004-10-25 19:34:52 »

Good for advanced AI.

However - the original pacman didn't use it, and doesn't need to. there is a big risk (especially in AI) of overcomplicating things enormously. I have seen neural nets produce results indistiguishable from 'rand()' when moving objects, only the Neural Net took over 50% of a frame to reach its result...

Simplicity is great Smiley
Pages: [1]
  ignore  |  Print  
You cannot reply to this message, because it is very, very old.

basil_ (37 views)
2015-09-30 17:04:40

shadowstryker (19 views)
2015-09-29 15:55:06

TheSpaceHedgehog (25 views)
2015-09-29 01:58:48

GamerC4 (49 views)
2015-09-24 21:10:38

GamerC4 (68 views)
2015-09-24 21:09:48

htuy (23 views)
2015-09-24 04:57:24

htuy (33 views)
2015-09-24 04:56:35

htuy (24 views)
2015-09-24 04:56:09

htuy (24 views)
2015-09-24 04:47:33

Roquen (61 views)
2015-09-21 12:54:28
Math: Inequality properties
by Roquen
2015-10-01 13:30:46

Math: Inequality properties
by Roquen
2015-09-30 16:06:05

HotSpot Options
by Roquen
2015-08-29 11:33:11

Rendering resources
by Roquen
2015-08-17 12:42:29

Rendering resources
by Roquen
2015-08-17 09:36:56

Rendering resources
by Roquen
2015-08-13 07:40:51

Networking Resources
by Roquen
2015-08-13 07:40:43

List of Learning Resources
by gouessej
2015-07-09 11:29:36 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!