- Can I do this in Cafu Engine ? (i guess "yes" is the answer )
How to remove avatar and become just a camera?
How does the AI system work in cafu?- Where is the code that creates AI characters?
Where is the code that is related to IAs? (my project is going to be a Multi-agent crowd simulation)
- Where is the code that creates AI characters?
Crowd Simulation
Hello, I am very new in here. I am an undergraduate. I have worked with UDK for sometime. But debugging is a big problem in there. So I found this wonderful engine. For my research I need to simulate a crowd and observe the crowd with different angles in different views ( so basically i need to manipulate the camera often and i don't need an avatar for myself ).
Re: Crowd Simulation
Hi deamonpog,
In your other post about CaBSP you mentioned that you compiled from source, so I guess that that is not a problem.
As a side note, you may want to have a look at http://www.cafu.de/forum/viewtopic.php?f=8&t=1285, where a few aspects regarding upcoming changes (the component system) are mentioned.
CompanyBot.hpp
CompanyBot.cpp
especially the
One way to create them automatically is shown here:
MonsterMaker.hpp
MonsterMaker.cpp
Hope this helps!
Yes, you can, although you should be prepared to add some C++ code or to customize the existing C++ a little.Can I do this in Cafu Engine ? (i guess "yes" is the answer )
In your other post about CaBSP you mentioned that you compiled from source, so I guess that that is not a problem.
As a side note, you may want to have a look at http://www.cafu.de/forum/viewtopic.php?f=8&t=1285, where a few aspects regarding upcoming changes (the component system) are mentioned.
In EntHumanPlayerT::Draw(), theHow to remove avatar and become just a camera?
else
part of the if (FirstPersonView)
conditional can easily be removed or commented out.Well, currently there is not much AI there. Have a look atHow does the AI system work in cafu?
CompanyBot.hpp
CompanyBot.cpp
especially the
Think()
method for a trivial example.Uhhh, well. You can create entities almost anywhere in the code.Where is the code that creates AI characters?
One way to create them automatically is shown here:
MonsterMaker.hpp
MonsterMaker.cpp
Assuming you mean AIs, I'm not sure how this question is different from those above?Where is the code that is related to IAs? (my project is going to be a Multi-agent crowd simulation)
Hope this helps!
Best regards,
Carsten
Carsten
Re: Crowd Simulation
Hi Carsten,
Thank you very much for all the answers. yeah i guess the last one is the same as above hihi..
I would like to say that the engine is wonderful. I tried with a new folder inside the Game folder and copied only the required files from the DeathMatch to my new folder. Now i have a kind of a minimal game which is working. I will try all the things you suggested. Thank you again .
BTW, I would like to point out some things,
When using VS2010 adding
Is there a documentation of the library? (something built using doxygen or similar documentation) If we have such a thing that would be great.
I will attach the minimal game folder that i created (excluding the textures ) so that i would help someone.
Thank you very much for all the answers. yeah i guess the last one is the same as above hihi..
I would like to say that the engine is wonderful. I tried with a new folder inside the Game folder and copied only the required files from the DeathMatch to my new folder. Now i have a kind of a minimal game which is working. I will try all the things you suggested. Thank you again .
BTW, I would like to point out some things,
When using VS2010 adding
to compiler setup is not in the wiki. I found it in http://www.cafu.de/forum/viewtopic.php?f=6&t=874. I think these stuff should be added to the documentation. ( im sorry if its already there, i couldn't find those information in the wiki )envCommon=Environment(TARGET_ARCH="x86");
Is there a documentation of the library? (something built using doxygen or similar documentation) If we have such a thing that would be great.
I will attach the minimal game folder that i created (excluding the textures ) so that i would help someone.
- Attachments
-
- MyGame.rar
- (491.03KiB)Downloaded 264 times
Re: Crowd Simulation
deamonpog wrote:I would like to say that the engine is wonderful.
It's there, at the end of section Compiler Setup in it's own subsection "64-bit Windows with Visual C++ 2010 Express Edition".BTW, I would like to point out some things,
When using VS2010 addingto compiler setup is not in the wiki. I found it in http://www.cafu.de/forum/viewtopic.php?f=6&t=874. I think these stuff should be added to the documentation. ( im sorry if its already there, i couldn't find those information in the wiki )Code: Select all
envCommon=Environment(TARGET_ARCH="x86");
But you're right, this is not optimal. I hope that future versions of SCons will improve their search for Visual C++ compilers, so that they find the 32-bit compilers even on 64-bit Windows (if no 64-bit compiler is there). In fact, just the past week one of the SCons developers mentioned that he's working in the area of the related SCons code.
Do you mean http://api.cafu.de/ ?Is there a documentation of the library? (something built using doxygen or similar documentation) If we have such a thing that would be great.
Thanks!I will attach the minimal game folder that i created (excluding the textures ) so that i would help someone.
Best regards,
Carsten
Carsten
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