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Hmm, I'm a bit surprised that some sort of ad-hoc AI is used, instead of extracting the topology of the level and running a pathfinding algorithm on it. Once y
by algorias 12y ago
Hmm, I'm a bit surprised that some sort of ad-hoc AI is used, instead of extracting the topology of the level and running a pathfinding algorithm on it.
Once you remove all the human-confusing effects, the levels are actually very simple, being just 4-6 columns. Since the minimum thickness of obstacles is quite high and they are aligned with each other, you could even represent the level as a graph, and run your pathfinding without having to manage the geometry explicitly.
But then again, I'm the guy who thought about implementing a bot when the game came out, instead of actually doing it.
- eterm 12y agoYeah much of the game is based on human perception. All the rotation moves both level and human, the walls don't ever rotate relative to the player.