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Status of AI in FlightGear

1,217 bytes added, 09:29, 26 June 2014
AI Scenarios vs. Scripting
|author=<nowiki>Hooray</nowiki>
|date=<nowiki>Fri Feb 08</nowiki>
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{{FGCquote
| the most flexible approach would be using scripting - FligthGear has a built-in scripting language (called "Nasal"), that can be used to control aircraft, and even to instantiate multiple AI aircraft, one of the most straightforward examples is the "tanker.nas" script, which creates a fully scripted AI tanker - that could be easily extended to create dozens of tankers, and obviously you could also change the 3D model if you wanted to. In fact, we have a separate addon, named "bombable" that adds "AI bots" to the simulator, for dogfighting purposes - none of that required C++ changes, it's all done in scripting space. Another users implemented a fully scripted missile (fox2.nas) that tracks aircraft - and we also have a feature for "wingman" support, too.<br/>
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Actually, you could even create scripted AI pilots and scripted AI ATC that interact with eachother - it's all doable, and doesn't require rebuilding FlightGear from source.
|{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=189488#p189488
|title=<nowiki>Re: Suitability of this software to run a swarm simulation</nowiki>
|author=<nowiki>Hooray</nowiki>
|date=<nowiki>Wed Aug 28</nowiki>
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