How to make generic AI?

In the future, I would like to have a function in my
game loop, that check’s for the next run through the
game loop, scrambles some numbers, and moves about the
screen either left/right or up or down for a certain
number of cycles through the game loop. counting the
cycles is important, so we can move right for 6
instances and down for 1 or 2. If anyone has a second
or two, do you have any quick thoughts on what might
be a good way to do this? It sounds good in psuedo code.__________________________________________________
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instead of having sprites move in random erratic patterns,
you could try movement along curves…
a sine or cosine curve would be extremely easy to
implement until you get ready for added complexity…

NeilOn Wed, 17 May 2000, GEM Products wrote:

Date: Wed, 17 May 2000 13:41:41 -0700 (PDT)
To: sdl at lokigames.com
From: GEM Products
Reply-To: sdl at lokigames.com
Subject: [SDL] How to make generic AI?

In the future, I would like to have a function in my
game loop, that check’s for the next run through the
game loop, scrambles some numbers, and moves about the
screen either left/right or up or down for a certain
number of cycles through the game loop. counting the
cycles is important, so we can move right for 6
instances and down for 1 or 2. If anyone has a second
or two, do you have any quick thoughts on what might
be a good way to do this? It sounds good in psuedo code.


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In article <200005172315.SAA00589 at mail.athenet.net>, Neil Brandon
wrote:

instead of having sprites move in random erratic patterns, you could try
movement along curves… a sine or cosine curve would be extremely easy
to implement until you get ready for added complexity…

Neil

Any examples of this in SDL?

Thanks!–

Craig Maloney (@Craig_Maloney) http://ic.net/~craig
In an orderly world, there’s always a place for the disorderly.

something like:

while (y >= 0 || y =< Screen_Height) {

int x_pos, y_pos;

for (x_pos = SomeValue; x_pos <= Screen_Width; x_pos++) {
	y_pos = sin(x_pos);

	dest.x = x_pos;
	dest.y = y_pos;
	dest.w = image_w;
	dest.h = image_h;
	SDL_BlitSurface(image, NULL, screen, &dest);
}

}

don’t quote me on that… there are better ways to do it

NeilOn Wed, 17 May 2000, “csm” wrote:

Date: Wed, 17 May 2000 20:13:26 -0500
To: sdl at lokigames.com
From: “csm”
Reply-To: sdl at lokigames.com
Subject: [SDL] Re: How to make generic AI?

In article <200005172315.SAA00589 at mail.athenet.net>, Neil Brandon
<@Neil_Brandon> wrote:

instead of having sprites move in random erratic patterns, you could try
movement along curves… a sine or cosine curve would be extremely easy
to implement until you get ready for added complexity…

Neil

Any examples of this in SDL?

Thanks!


Craig Maloney (craig at ic.net) http://ic.net/~craig
In an orderly world, there’s always a place for the disorderly.


Mr. Rogers uses Spruce. Won’t you be my neighbor?