I want to know whether anyone has written AI module for LÖVE.
If not then i am interesting in writing that.
So should i start coding?
LÖVE AI
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- Robin
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Re: LÖVE AI
So... that's pretty general.
I've written plenty of AIs for LÖVE games. But a general "AI module" is useless.
I've written plenty of AIs for LÖVE games. But a general "AI module" is useless.
Help us help you: attach a .love.
- trubblegum
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Re: LÖVE AI
I would tend to agree, unless it is able to efficiently make fuzzy judgement calls based on a range of parameters and simplify abstraction considerably.
Even a simplified-for-efficiency and pre-programmable condition-based neural net could be a nifty and time-saving addition to many (but not necessarily most) game engines.
I think it could certainly be an interesting project, and worth watching, but more details re just what you mean would be helpful.
Even a simplified-for-efficiency and pre-programmable condition-based neural net could be a nifty and time-saving addition to many (but not necessarily most) game engines.
I think it could certainly be an interesting project, and worth watching, but more details re just what you mean would be helpful.
Re: LÖVE AI
viewtopic.php?f=5&t=8177
That one is pretty cool imo
All you need though (unless you're making conversation) is a few lines of code that make the enemy draw closer to the player really, maybe throwing something from time to time
That one is pretty cool imo
All you need though (unless you're making conversation) is a few lines of code that make the enemy draw closer to the player really, maybe throwing something from time to time
Re: LÖVE AI
Game AI typically comes in two forms: pathfinding and decision making. The pathfinding part is already well covered by A* libraries (here's the one on the wiki: https://love2d.org/wiki/LoveAStar). As for decision making there's not much that would be useful to you, but the best tools to use there are either state machines, or lua's coroutines which I like a lot.
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