Edit: I actually figured it out! Wow.
It was quite a long script. Now I'm going to work on KingSpace some more.
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King Stephan
Member Since 10 Oct 2003Offline Last Active Jul 08 2006 05:29 PM
Community Stats
- Group New Member
- Active Posts 734
- Profile Views 1628
- Member Title www.gameboxsoftware.com
- Age 22 years old
- Birthday March 9, 1991
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Gender
Not Telling
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Interests
My interests include basketball, programming, and constructing various electronic appliances.
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Topics I've Started
Rotate Point Around An Arbitrary Axis?
27 February 2005 - 06:06 AM
Active Gamebox Software Progress
12 February 2005 - 08:00 PM
Just to let everyone know, I am constantly updating the Gamebox Software website and changing the layout. There are a few downloads and a screenshot for every one.
Link in sig.
Link in sig.
Intelligent Chatbots - Useful For Some Advanced Ai
04 February 2005 - 06:26 AM
Normally in proffessional games the artificial intelligence for enemies is pretty well-thought out. But they seem pretty lifeless when they use the same repeated phrases over and over again.
Wouldn't it be nice if the user was allowed to talk with his enemies while in combat? For a mesh game, the player could theoretically connect with other vehicle transmissions and communicate via radio waves or something. This could be simulated in game.
I guess a really advanced program might have voice recognition to convert the players voice into text, and then have some text-to-speed engine for a response. This could allow for players to actually talk to their enemies with their voice, and hear an audible response! (like that would ever happen...)
Anyways, what are some good tecniques for programming intelligent chatbots that actually learn about you while talking to you. You could teach it the meaning for new words and give it even more intelligence.
In most multiplayer PC games the players can chat with each other with a simple text interface while playing. Chatbots could make the player think his in a multiplayer deathmatch with other humans.
Of course this has many other applications. For example, you might be allowed 3 minutes to talk to a computerized proffessor who can give you information and stuff. Or perhaps enter cheats by sending some special password to your enemies through this interface.
Or you could make a standalone chatbot utility like the ones for instant messaging. The possibilities are endless. What are some good techniques?
Try to minimize the built-in responses to give your chatbot more of a personality. Some links would help. Maybe when a chatbt doesn't know how to respond, he can act like the hologram simulation of Alfred Lanning from I, Robot:
"I'm sorry, my responses are limited. You must ask the right questions."
Wouldn't it be nice if the user was allowed to talk with his enemies while in combat? For a mesh game, the player could theoretically connect with other vehicle transmissions and communicate via radio waves or something. This could be simulated in game.
I guess a really advanced program might have voice recognition to convert the players voice into text, and then have some text-to-speed engine for a response. This could allow for players to actually talk to their enemies with their voice, and hear an audible response! (like that would ever happen...)
Anyways, what are some good tecniques for programming intelligent chatbots that actually learn about you while talking to you. You could teach it the meaning for new words and give it even more intelligence.
In most multiplayer PC games the players can chat with each other with a simple text interface while playing. Chatbots could make the player think his in a multiplayer deathmatch with other humans.
Of course this has many other applications. For example, you might be allowed 3 minutes to talk to a computerized proffessor who can give you information and stuff. Or perhaps enter cheats by sending some special password to your enemies through this interface.
Or you could make a standalone chatbot utility like the ones for instant messaging. The possibilities are endless. What are some good techniques?
Try to minimize the built-in responses to give your chatbot more of a personality. Some links would help. Maybe when a chatbt doesn't know how to respond, he can act like the hologram simulation of Alfred Lanning from I, Robot:
"I'm sorry, my responses are limited. You must ask the right questions."
Structure Factory
31 January 2005 - 05:48 AM
Quoted directly from the game info:
So basically, you build simple meshes by creating joints and connecting them with bones. Then you test out your creation by clicking on the green arrow (or pressing spacebar) and watch them tumble to the ground (unless you built it properly
).
Here is a screenshot of the main editor screen:

And finally, here is the download:
Download Now!
It didn't take me long to make and it's a very simple program, but sometimes it's fun to test out buildings and bridges to see if they would withstand heavy pressure. This also has many real world applications.
The program has a nice gui, similar to the room editor in Game Maker. It uses some of Game Maker's icons, which is part of why Mark Overmars is in the credits.
Structure Factory allows you to design and test 2-D structures such as buildings or bridges and watch how they react to gravity. This can be used in many real world applications.
So basically, you build simple meshes by creating joints and connecting them with bones. Then you test out your creation by clicking on the green arrow (or pressing spacebar) and watch them tumble to the ground (unless you built it properly
Here is a screenshot of the main editor screen:

And finally, here is the download:
Download Now!
It didn't take me long to make and it's a very simple program, but sometimes it's fun to test out buildings and bridges to see if they would withstand heavy pressure. This also has many real world applications.
The program has a nice gui, similar to the room editor in Game Maker. It uses some of Game Maker's icons, which is part of why Mark Overmars is in the credits.
Wireframe Mesh Physics Engine
30 January 2005 - 04:38 AM
I've looked at a few physics DLLs (ODE, etc.) and I don't believe in using a DLL for physics. Well, I made an engine that allows you to create and use a wireframe mesh from .msh files, which are created by the included program.

Here is the download:
Download Now!
It has a few bugs but it looks cool.
The best part is that it's easy to use in games. All you do is import the scripts and you're ready to go.

Here is the download:
Download Now!
It has a few bugs but it looks cool.
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