Yeah,

I read the papers regarding A* realistic movements and the ones concerning the 
steering behaviors. At the moment, i divided my circuit into area and this is 
how i do : i randomly choose one point per area for each ai and i find shortest 
path between those waypoints using A*. This way i have not always the same path 
for all the AI.
So now the idea is to make the movements more realistic. In the paper i read, 
there is something concerning movement on roads ( basically vehicules movement 
i think ) and it said that to provide such kind of movement you should not have 
to smooth the path etc... 
Actually i have my own idea to create kind of more "realistic" movement for my 
ai cars. I think to attach to each car a lure the follow the path and my ai 
only follow the lure. The lure would have a higher speed than the car so it 
should create kind of smooth turns. And in case of collision of the car, i 
thought to just reset the lure position to be in front of the car ànd 
recalculate the path to the next waypoint.

Tell me what you think. Thanks.


----- Reply message -----
De : "Jake b" <ninmonk...@gmail.com>
Pour : <pygame-users@seul.org>
Objet : [pygame] car game AI
Date : sam., sept. 24, 2011 21:48
Note: Learn how to use vectors. You will need this for steering, and movement. 
(You technically don't, but it's much simpler)

The *very best* tutorial to A* pathfinding : 
http://theory.stanford.edu/~amitp/GameProgramming/ ( Great diagrams )



These are relevant for your racing, and terrain.

Making sure you saw these specifically
http://www.red3d.com/cwr/steer/PathFollow.html
http://www.red3d.com/cwr/steer/Unaligned.html


http://www.red3d.com/cwr/steer/CrowdPath.html
http://www.red3d.com/cwr/papers/1999/gdc99steer.html


http://www.red3d.com/cwr/steer/Obstacle.html
http://www.red3d.com/cwr/steer/Containment.html



Now you could implement physics with pymunk, but that could be overkill at this 
point. If you write your own physics, make sure you keep a constant-time-step 
for stability. If a crash happens, apply a force. And continue steer behavior 
as normal.

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