On Wed, 30 Jul 2008 12:35:50 +0200, Knapp <[EMAIL PROTECTED]> wrote: > I also agree that we could make a whole section of code like this. There > are > other types of noise, a lot of vector math toys like unit vector and > perpendicular vector etc that get used a lot in game making. I am sure > there > are more that could be rounded up for a nice set of functions. Then there > are even really big ones like AI functions that could be written (I keep > thinking that a Prolog lib for python would be great for making games!) > but > then that is in the same class as a gui or 3d etc.
I was playing recently with the A* pathfinding algorithm and made a workable version of it: http://kschnee.xepher.net/code/080721a_star_pathfinding.zip http://kschnee.xepher.net/pics/080720a_star.jpg Other things that I could see as useful for a modest AI library (not Pygame itself) would be a flocking algorithm, and an NPC dialog system comparable to the one used in "Morrowind." As for the first and A* itself, it's tricky to make those generic for everyone because each coder will likely use their own coordinate/movement system. The dialog system would be relatively easy to make widely usable, as the only input and output would be strings plus the NPC having access to world-state variables like "dragon_slain = True." What else might be interesting?