G
gerbopel
Guest
Hello everyone, please forgive the extreme newbie-ness of this question. Also please bear with me as it's a fairly involved question. Hopefully someone can spend the same amount of time answering it as I have spent asking it
I am a very experienced C/C++ programmer. I have done a great deal of work on AI in the past. I am currently working on a dissertation in University regarding Intelligent AI Designs using biological structure simulation.
For my dissertation I am going to spend 99.2% of my time on the research and development of the AI techniques, however I would like something to demonstrate the code on when it is done. I have always been very interested in seeing how a MOD for a game like Half-Life 2 would get done, so I figured that I'd mix these two tasks together.
What I'm hoping to do is create a MOD of (to over simplify it to make my point) Pac-man. I want a first person Pac-man, no guns, no nothing, just Pac-man with a couple of ghosts. The levels will be simple to design (orthagonal walls only) and the gameplay programming will be non-existent except for the AI.
So, my question is coming now. Is it possible, within a MOD for Half-Life 2 to completely code, from scratch, all the AI logic for characters in the game. No scripting languages, no proprietary stuff for Valve, just straight C/C++ coding linked up with the Half-Life 2 libraries and built with Visual C++ 6.0?
I realize that the Source Engine is OVERKILL for Pac-man and the point is obviously not to make a game that will sell. I want to learn how developing AI for a MOD is done and the MOD will be as simple as possible outside of the AI.
So the question, again, is: Is it possible to develop some AI modules in C/C++ and have them link in with the Half-Life 2 MOD SDK, through Visual C++ 6.0?
Remember that I have a lot of experience with programming and C/C++ and AI but ABSOLUTELY NONE with MOD'ing or Half-Life 2 or Source or Half-Life 1 or anything relating to MOD'ing at all.
Many thanks for those of you that are still with me.
Gerb
I am a very experienced C/C++ programmer. I have done a great deal of work on AI in the past. I am currently working on a dissertation in University regarding Intelligent AI Designs using biological structure simulation.
For my dissertation I am going to spend 99.2% of my time on the research and development of the AI techniques, however I would like something to demonstrate the code on when it is done. I have always been very interested in seeing how a MOD for a game like Half-Life 2 would get done, so I figured that I'd mix these two tasks together.
What I'm hoping to do is create a MOD of (to over simplify it to make my point) Pac-man. I want a first person Pac-man, no guns, no nothing, just Pac-man with a couple of ghosts. The levels will be simple to design (orthagonal walls only) and the gameplay programming will be non-existent except for the AI.
So, my question is coming now. Is it possible, within a MOD for Half-Life 2 to completely code, from scratch, all the AI logic for characters in the game. No scripting languages, no proprietary stuff for Valve, just straight C/C++ coding linked up with the Half-Life 2 libraries and built with Visual C++ 6.0?
I realize that the Source Engine is OVERKILL for Pac-man and the point is obviously not to make a game that will sell. I want to learn how developing AI for a MOD is done and the MOD will be as simple as possible outside of the AI.
So the question, again, is: Is it possible to develop some AI modules in C/C++ and have them link in with the Half-Life 2 MOD SDK, through Visual C++ 6.0?
Remember that I have a lot of experience with programming and C/C++ and AI but ABSOLUTELY NONE with MOD'ing or Half-Life 2 or Source or Half-Life 1 or anything relating to MOD'ing at all.
Many thanks for those of you that are still with me.
Gerb