Yessir^misantropia^ wrote:inolen, how's the project coming along? I confess to being a teensy weensy intrigued.
Kaz, is https://github.com/freemancw/Q3Plan your project? I'm guessing yes.

edit: don't judge potentially crap code

Yessir^misantropia^ wrote:inolen, how's the project coming along? I confess to being a teensy weensy intrigued.
Kaz, is https://github.com/freemancw/Q3Plan your project? I'm guessing yes.
You can take a peek of the latest at:^misantropia^ wrote:inolen, how's the project coming along? I confess to being a teensy weensy intrigued.
Kaz, is https://github.com/freemancw/Q3Plan your project? I'm guessing yes.
Very awesome and performance isn't even that bad in FF 17 on x86_64 Linux. You rock.inolen wrote:* if you're running in firefox, expect poor performance on Mac / Linux as the 64-bit FF's JS engine runs pretty bad in comparison to the 32-bit build distributed on WIndows.
Awesome^misantropia^ wrote:As a FYI, I showed it to the people in #node.js and they were very much impressed. But there was lots of clamoring for mouselook. :-)
Just noticed this commentKaz wrote:Eraser: doesn't Steam have similar functionality to IndieCity? why not use that?
Sorry, that is pretty derpy...obsidian wrote:For future reference, you should type all that into the video description, so people watching your video don't have to watch 8 minutes of you typing with 1 minute of actual demo.
obsidian wrote:Interesting concept, though I think you also need to keep in mind that real players often will use other devices like trick-jumps to move around a map far faster than a bot can.
Maybe I should write something to explain this better. The idea is that if you let this process keep going and don't stop it when it finds the first path, then it will over time find faster and faster paths and reduce the time it takes to reach the goal (i.e. it will find those trick jumps that allow it to move to the goal like a player would). The bot isn't using the standard bot movement Q3 provides already, it's just randomly choosing how to move at each time step (you can come up with better strategies than this). I assume that I can find better paths than the standard Q3 planner, it's just a matter of running enough iterations. The reason it takes so long to find even that first path is because I'm running everything in real-time so that I can visualize what's going on. If I want to make this into an actual tool you need to run a dedicated server without a client, and try to make it produce new states as fast as it can. That should allow it to converge on fast paths in just a couple of minutes since it doesn't have to do any rendering.Eraser wrote:How come the bot takes 14 seconds to move towards the goal while simply walking along the plotted path should take no more than half that time?
Hopefullyobsidian wrote:So does this mean you will soon post a new record time for Quake Done Quick, one in which your computer does all the work?