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Old 01-31-2006, 04:01 PM   #129
moriarty
College Starter
 
Join Date: Nov 2000
Location: A negative place
Quote:
Originally Posted by Bonegavel
I forget which version of Quake it was (maybe III) but John Carmack (a man that knows a little about this stuff) spoke about AI and how extremely difficult it is to code. He also mentioned the amount of CPU that needs to be dedicated to each "bot" and the number wasn't small (even for that time), and that is just for simple FPS games.

Keep in mind that this is all way beyond simple if/then logic.

Yes, I know you are a coder. I've written my share of c++ apps in my day, so, while I'm not making a living at it, I at least can look at this with some knowledge of how this stuff is structured.

I think the issue is that a FPS like Quake has to run at so many frames per second to look good (regardless of whether the GPU is doing the rendering work). If you have multiple logic/movement decisions going on, they all have to be able to occur within that frame rate timespan. Perhaps if you took a less graphics intensive appraoch like FM, you can get by with a lower framerate and have more time to run logic intensive routines between each frame.
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