HTA PROGRESS 003: Enemy Racer AI
This is a very early stage of tweaking on the enemy racer AI. I am not a programmer by any means so many bugs can be expected. For starters the code that is working here is if the AI gets too far away from the player they slow down, and if the player evades them they speed up. Currently they do not crash avoid the traffic very well so I have set a waypoint line that avoids most of the traffic most of the time. Turning is touchy because when they correct they may run right into a traffic vehicle. One more oversight to be fixed in a later build is that when the player car hits a traffic spawn trigger, that traffic spawns no matter what. As a result if another traffic vehicle or racer AI occupies that same spot, there will be a rather explosive collision from the moving vehicle hitting a car that has appeared instantly at full stop.
Sorry for the iPhone video quality - it seems truly good capture software is a rare thing to find these days. Fraps and Cam Studio are no good on this machine. Ezvids full of broken frames.
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