- Attract people to the rear of the car
- Repel people from the front of the car (to avoid being run over) if close enough
- Allow people to stand close but not to collide with each other
- Make a person flee from the car if they get annoyed (i.e. they are no longer attracted)
http://www.electrotank.com/junk/jobe/Crowd/Crowd.html
This is my final post (for a while at least) on emergent behavior. I have some more ideas to explore on the subject when the time comes.
Next to come is a series of posts on search algorithms. As applied to games of course. This means pathfding, maze solving, etc.

2 comments:
Jobe, I love this stuff! I have found AI for games the most interesting and ultimately frustrating topic.
I have a couple good books (besides the chapter in yours) - One by O'Reilly, and one by Wordware. They are both substantial, but are difficult to translate to AS 2/3.0. Your Flash examples are great treat!
Thanks
Awesome! I'm looking forward to seeing more. Keep up the good work.
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