Racing AI done in a day


Rather than hand placing many waypoints, I auto record every player race and build up a large collection of recordings. Breaking the map up into small recording sections I get a huge variety of playbacks by the computer, as well as the opportunity to adapt the difficulty by selecting faster or slower recordings. We don't lose out on interactivity because we simply add some code to drive towards a point in the recording and we've maintained the ability to shoot or nudge the AI off course. This code chooses the nearest spot which is roughly infront, balancing distance and divergence when choosing a location, achieved though some simple vector maths. We also get a bonus feature of it creating a form of multiplayer, albeit asynchronous.

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