Dhruin
SasqWatch
Well, I tend to assume people will have read the article we're talking about and understand the context.
Well, I tend to assume people will have read the article we're talking about and understand the context.
Oblivion had a pretty sophisticated AI - as we all know, called Radiant AI.
You overinterpret what Dhruin said, and now you throw up walls of text instead of just letting it be? And HE is the stubborn one? You tend to be a bit over-argumentative, Monsieur D'Artagnan. We love you anyway, of course
Putting a catchy name to something doesn't change its nature you know. RAI is still basically a collection of scripted npc reactions, schedules etc - same thing as NPC reactions and schedules in Gothic. And NPC-s reactions and schedules in Gothic games are in many cases superior to RAI in Oblivion.
Gothic contains both, though. You are obviously referring to the NPC schedules, which were "hand scripted", unchanging and uncoditional, while Oblivions RAI system only defined certain activities, or behavior modes, which could be conditional, and allowed the AI system to actually figure out how to do these things, e.g. how to reach the location, hunt when hungry, how to get to bed when tired, etc. I agree that in principle it was a good idea, if not always convincing in implementation.
However Gothic had rather nice actual AI features, too. E.g. the reactions to drawn weapons, the interactions between predator and prey wildlife, between NPC's and monsters, etc. that I think were pretty unique when it (G1) came out.
I don't know why you'd call Gothic NPC behviour unchanging and unconditional. Have you played them? The games are full of schedules which change according to circumstance. In fact the first thing the first game does is change Diego's schedule from 'hang around where the new prisoners are delivered' to 'hang around in the old camp.'
I'm just bewildered that someone held up Oblivion as a better approach. I must have misunderstood the post.
I don't know why you'd call Gothic NPC behviour unchanging and unconditional. Have you played them? The games are full of schedules which change according to circumstance. In fact the first thing the first game does is change Diego's schedule from 'hang around where the new prisoners are delivered' to 'hang around in the old camp.'
I'm just bewildered that someone held up Oblivion as a better approach. I must have misunderstood the post.
… unchanging and unconditional…
I hope it will be evident that this is a fundamentally different approach than
if flag=0
do (Diego_schedule_A)
elseif flag = 1 < - this is the condition
do (Diego_schedule_B) < - this is the change
endif
If by unchanging and unconditional you mean conditional and changing, yes, I think you're right