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Topic: Calling all Java programmers! (Read 8101 times)
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dpcamera
Zebranky food
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Posts: 9
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Hi guys,
After starting to learn Java this year in my first year of Uni, I've been working on a number of small projects. I've previously worked in VB and C, so coding for Java hasn't been too much of a stretch for me.
One of my projects was the result of a few minutes idle chat with one of my fellow course members. I've previously tried to make a Super Melee clone in C before a few years ago (which was an absolute disaster, as I had no game experience at the time and used far too many abstraction libraries), but my latest project is slightly different.
It's a space game *similar* to Super Melee, but as basic as you can get. All ships are represented as circles, no collisions between ships (yet), etc - but it does allow for different teams, health, etc.
However, the real point of the project is for AI development. Unlike all the games out there, this one's designed for all ships to be entirely under AI control - so you can pit your own AI against others to make it a programming skill test rather than a piloting skill test.
I've only just started on my own AI, but I thought I'd post it here just in case anyone else wants to give it a go - it's quite simple. Also, by all means critique my code.
Before anyone yells, the "IM" (Immutable, without mutator methods) versions of the classes are there to seal off the AI from the game logic. It could of course have been done with inheritance, but using seperate classes created at runtime prevents any cheating. As it's all AI controlled, real-time speed is irrelevant anyway.
Download: http://www.fourwalledcubicle.com/files/Space.zip Screenshot: http://www.fourwalledcubicle.com/img/Blog/Space.gif
- Dean
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« Last Edit: September 16, 2007, 01:31:50 pm by dpcamera »
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guesst
Enlightened
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Posts: 692
Ancient Shofixti Warrior
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D'ya hear that? Listen carefully. It's the sound of nobody responding.
See, the folks on this board aren't, generally speeking, programmers. Mostly we just glom onto the talent of others, groupies as it were. Now, don't get me wrong, being a groupie is fine. But when you visit the forums for a web-comic for another series of games and see people making tons of original, fan made, playable, polished games... well, you tend to realize that there's something about star control that just doesn't inspire.
It's sad, but seriously, move along, pal. Move along.
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dpcamera
Zebranky food
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Posts: 9
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Ouch. Well, ok, guess I'll just go back into lurking.
- Dean
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JonoPorter
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Don't mess with the US.
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I also think it’s an interesting project, and think guest is out of line, but don’t be shocked by anyone’s apparent lack of interest. Back when I was still actively working on my clone I couldn’t even get my friends interested in playing it, let alone their help in making it.
Don’t give up on the project just because of a lack of interest. Any kind of project is a great learning experience and in some cases looks really good on a resume. Sometimes they don't but they are good for avoiding bad jobs, like I was once asked why I didn’t give any information on the 'open source' company in my resume.
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Death 999
Global Moderator
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We did. You did. Yes we can. No.
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Guesst, at least let it fall off the front page before saying something like that... you did it in 38 hours. These boards are not fast-paced.
I think it's interesting. Reminds me of RoboWar, which is cool. I might even write up an AI to fight yours. Maybe. I have another programming project. The problem is finding anyone who's decent at programming who doesn't.
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dpcamera
Zebranky food
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Posts: 9
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Ok, I'll just continue versing my fellow CS students. No problem.
Elvish Pillager: The AI's don't have *complete* info on the other players, but they do have a reasonably good picture of the others. What knowledge exactly do you suggest I expose about targets to the AIs? Currently you can only see their team, heading, velocity, position and ID number - all the things (with the exception of the last, which is used to keep track of the same ship across multiple AI calls) that would be visible to a human player.
I'm working on getting planets (and associated gravity wells) up and running now. From then on I'll add in asteroid collisions, etc to bring it more in-line with the SC2 melee to make it more interesting.
- Dean
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« Last Edit: September 20, 2007, 12:53:19 am by dpcamera »
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