Light Bikey - That Game From That Movie
Posted: Tue Feb 20, 2024 1:11 pm
Was working on the maze stuff and figured I'd put it to use on some "AI" to try and see what it takes to get these light bike racers to not wreck themselves, in as minimal code as possible. Well of course it takes a mountain of code to make them halfway smart, so they are dumb as sticks right now. But ...there's nostalgia in there, like you can just feel the old Windows screen saver calling out: "Render me, render me, i'm just x,y points, i can be 3D!"
Anyway, figured this was the start of some basic simple game programming task for the old fun and games forum.
The next step appears to be to looking farther than one unit and choose the longest free path, and then find a way to fine tune their radical right angle turn temptations. Collision detect via points seems like it could get laggy....
How to clamp lists of values? like "here's this big list of all the points drawn by all the graphics on the map, show me whats within N units of this position, fast!"
Magic is in the stack script.
Card script has unfinished transfer of stack script stuff to object scripts work I was doing just before I reworked things in the stack script, as one does.
Oh and as usual scripts stop if mouse is outside stack or tool is not 'browse tool'. Couple of times I've been like "oh did it break?", nope, that's a feature not a bug!