🎉 Celebrating 25 Years of GameDev.net! 🎉

Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!

Racing game ai-line

Started by
2 comments, last by stefu 21 years, 10 months ago
Hi!!! I''m beginning to implement computer car ai for my racing game. I haven''t earlier experience on this, but I was thinking of following: Racing line is a spline and car is following a point that is moving along the spline, slightly in front of car. If the spline turns in one direction that causes car to use brake certain amount. If car is not pointing towards the point the car is steered to correct the situation. This is my initial planning to star from. I know it''ll become very complex so I''d like to know if I am going to wrong direction now? Thanks. ----------- RacingTreme - for fun multiplayer racing: http://users.utu.fi/stkibr Coming soon...
Advertisement
Check out the RARS project at:

http://rars.sourceforge.net/

They have done some pretty impressive stuff with racing car ai.

Alan
"There will come a time when you believe everything is finished. That will be the beginning." -Louis L'Amour
I''v checked that already. It''s impressive but something is missing there. I simulated a race andone car seemd to dominate all the way. It looked like gp3 cars driving, very robotic. But I don''t like thing looking like robot car.

Am I right that rars road is build on blocks of certain width that are either straight or arc of circle (radius and angle known).

I don''t think I''m going to that way. Maybe I just go my own way here

-----------
RacingTreme - for fun multiplayer racing:
http://users.utu.fi/stkibr
Coming soon...
You should check out Craig Reynolds'' work on steering behaviour. Even if you don''t consider his work to be of any real significance to you, there are a lot of useful links on the site that you may find useful.

http://www.red3d.com/cwr/steer/

It''s important to remember that making your ai car follow a spline is only the first step in creating realistic driving ai. I would agree that some of the cars in rars do look/behave in a robotic fashion, but I would also argue that a real formula one car diving around a track can appear robotic due to the consistancy and skill of the driver. In my opinion, what makes racing ai and motorsport fun is the interaction between drivers. There are too many racing games out there which have ai cars that simply don''t respond to the player in a fun/realistic manner. Of course, the main reason for this is because racing ai is not easy.

Good luck with your racing game.


This topic is closed to new replies.

Advertisement