What's the best way to solve my problem?
What's the best way to solve my problem?
What's the best way to solve my problem?
What's the best way to solve my problem?
What's the best way to solve my problem?
What's the best way to solve my problem? What's the best way to solve my problem? What's the best way to solve my problem? What's the best way to solve my problem? What's the best way to solve my problem? What's the best way to solve my problem? What's the best way to solve my problem? What's the best way to solve my problem?
What's the best way to solve my problem? What's the best way to solve my problem?
What's the best way to solve my problem?
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  #1  
Old 02-06-2013, 05:33 PM
Jellio Jellio is offline
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Posts: 56
Default What's the best way to solve my problem?


I hope there are enough members who can answer my question, who also have a rudimentary understanding of american football..........

I have been programming a american football management game for almost three years now, but have been making limited progress in a certain area of the game. Everything that happens outside of "gameday", meaning the AI for trading/drafting/signing/prospect development/scouting etc. etc. I have been able to code very well, and that aspect of the game has exceeded my expectations of what I thought I'd be able to do when starting the project. As a big sports management gamer I feel these things are often overlooked, and have heavily focused on making the game realistic in that degree, so that the AI teams in the game feel realistic.

My problems lie in the 2D game engine the game will have. My dream was to have the 2D engine be realistic, and that it would not just be a series of predetermined visualisations, and instead be real. What I mean by this, is that the exact positions of the players would determine what happens in a given play, instead of the game deciding, for example, that the middle linebacker will make the tackle, and then just visualise it on the screen(like madden does).

I have been able to do this with the passing game very well, and feel like that aspect works perfectly. I also have been able to do blocking, both pass blocking and run blocking work well, and also have been able to make pass defenses logic work so that it defends based on the offensive players positions and directions.

My big and only problem lies in the running game/return game. I have not been able to come up with any kind of satisfactory logic for the ballcarrier to "survey" the field and make a decision on which is the optimal direction to run in order to gain the most yards. My game uses the following variables you should be aware of, when determining player movement on the field.

plX = players X coordinate
plY = players Y coordinate
plSpeed = players current speed in pixels/frame
plMaxSpeed = the maximum speed for the player
plAcceleration = the same for acceleration
plAngle = players current direction between 0-359 degrees.

I made this crude image with Paint: http://s7.postimage.org/tx7og5siz/hlp.png

If the ballcarrier is the red circle, and the black circles are defenders who are completely STATIONARY, how would I go about calculating which direction the red circle should run initially in order to reach the blue endzone without touching a single black circle. If I even knew how to do it with stationary defenders, I'm sure I could figure out how to do the logic with the defenders moving, and with the ballcarrier having blockers to help out.

Thanks in advance....
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  #2  
Old 02-07-2013, 05:44 PM
bokeh bokeh is offline
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Posts: 60
Default Three years - where's the code?

Quote:
Originally Posted by Jellio
I have been programming a american football management game for almost three years now..
You've been programming a game for three years
and you don't even have a single line of code to post
in order for the forum members to try and help you.

Just a faked up screenshot?
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  #3  
Old 02-07-2013, 11:32 PM
Jellio Jellio is offline
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Join Date: Nov 2009
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Quote:
Originally Posted by bokeh View Post
You've been programming a game for three years
and you don't even have a single line of code to post
in order for the forum members to try and help you.

Just a faked up screenshot?
What would code help in this, as my problem isn't about code, but about finding the right method to calculate something? If you have something specific in mind, I'd be happy to post it.....
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  #4  
Old 03-21-2013, 07:20 PM
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wolfstrike wolfstrike is offline
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Join Date: Aug 2004
Posts: 336
Default

you're talking about AI artificial intelligence.
you can't create a game that is an AI nightmare then come on the forum and ask someone to solve the problem for you.

the best advice i have for you is, in AI your game might have to run several possible invisible routines to find the best one , before it runs the official chosen routine.

in AI you would have program step by step, find the best route, your charcter advances? , your charatcer needs to change direction?
also you will probably need fake feeler collisions to make decisions.

to make a computer think is not a simple feat, no matter how complicated you make the AI, it will still be generalized to a degree
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What's the best way to solve my problem?
What's the best way to solve my problem?
What's the best way to solve my problem? What's the best way to solve my problem?
What's the best way to solve my problem?
What's the best way to solve my problem?
What's the best way to solve my problem? What's the best way to solve my problem? What's the best way to solve my problem? What's the best way to solve my problem? What's the best way to solve my problem? What's the best way to solve my problem? What's the best way to solve my problem?
What's the best way to solve my problem?
What's the best way to solve my problem?
 
What's the best way to solve my problem?
What's the best way to solve my problem?
 
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