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fishamaphone said: I've seen ragdoll done in Flash. Granted, 2D ragdoll, but it didn't slow down my entry-level PC in the slightest. As for AI, I've *never* seen slowdown on any system, in any game, because of AI (except Outpost, when I couldn't get the damn AI to shut up). It's really complicated to program, not as hard to execute. And I never once mentioned Wii. Someone's jumping the gun, eh? As the old Indian saying goes "Man who jump gun, soon get bullet in rear." So, um, let me meet you some place so I can pop a cap in your ass.
I have bogged down my computer playing TA, C&C, SupCom, War3... all by the AI scripts. Most games that use a good AI... need ALOT of CPU. Second. Was your Flash Ragdoll running physics, or just the most basic kinda rag-doll. Did your flash ragdoll have a bone structure? Even so, 2D uses 1/3rd the power of 3D. So... ;) And if AI was so easy to process. There would be human-like AI's out there, writeing their own code. Writeing the AI code is ALOT easier than executing it. Also to program an AI is ALOT easier than to optimize/execute it. Let me give an example. o is a open square and x is a blocked square. Soooxoxoxo oxxooooooo xooxoooooo ooooooooxx ooooooxxoo oooxxooooo oxxooooooo oooooooxxo oxxxxxxxxx oooooooooE To build a program to find the optimal way to the other side is easy. The problem is. It would plot the AI 100000000000000000000000000000000000000000000000000000000000000000000000000, 000000000000000000000000000000000000000000000000000000000000000000000000000, 000000000000000000000000000000000000000000000000000 times. Now Optimize that to find a faster way. not too big of a problem. Now that is useing a brute force best path. However in a game it's more like a 1000x1000x1000 grid. Pathing is very hard. Pathing with phsics, and pathing in 3D... Hah. That's psycho hard.



PSN ID: Kwaad


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