Game Development Reference
In-Depth Information
effect down the two lanes. Note how this interacts with tuning the AI in
Exercise 1; a fast AI will cause constant lane changing but little increase in
speed overall.
3. Add the check to SpeedInLane() that declines a lane change if it would cut
off an oncoming car within the oncoming car's one-second zone. The ex-
isting code has a commented-out debug statement that is triggered if the
lane change treads on a two-second zone. Changing the multiplier to 1 and
declining the lane change instead of issuing a debug output will make the
drivers far less suicidal about pulling out in front of high-speed inbound
[Girard85] Girard, M; Amkraut, S; Karl, G. ''Eurythmy,'' (Computer Graphics
Video), SIGGRAPH Video Review , Issue 21, second entry. 1985.
[Reynolds01] Reynolds, Craig. ''Boids: Background and Update,'' Web page
available online at last updated 2001.
[Reynolds87] Reynolds, Craig. ''Flocks, Herds, and Schools: A Distributed
Behavioral Model, in Computer Graphics,'' 21(4) (SIGGRAPH '87 Conference
Proceedings) pages 25-34. Also available online at
papers/1987/boids.html .
[VanVerth00] Van Verth, Jim; Brueggemann, Victor; Owen, Jon; McMurry,
Peter. ''Formation-Based Pathfinding with Real-World Vehicles,'' Proceedings ,
2000 Game Developers Conference. Also available online at http://www .
Search Nedrilad ::

Custom Search