When building a racing game, the immersion of the player and the entertainment value of the gameplay is heavily influenced by the believability of the opponent drivers. But how is the AI built to cope with physically-accurate simulated vehicles? Milestone, an Italian developer specializing in racing, is famous among fans for delivering a hyper realistic driving simulations, both in racing cars and superbikes.
In this presentation from the Paris Game/AI Conference 2010, you'll hear Senior Programmer Paolo Maninetti explain the basics of racing AI, in particular the low-level details like steering control and maneuvers such as overtaking and avoidance. You'll also learn how to build automated algorithms that help analyse the track in order to build racing controllers to deal with any racing circuit.
The files used during the presentation are available here:Physics-based Racing AI Controllers and Track Analysis in SUPERBIKE CHAMPIONSHIP Format: Mp4 Physics-based Racing AI Controllers and Track Analysis in SUPERBIKE CHAMPIONSHIP Format: MOV (QuickTime) Physics-based Racing AI Controllers and Track Analysis in SUPERBIKE CHAMPIONSHIP Format: MP3
Paolo Maninetti is a Senior Game Programmer at Milestone Interactive in Milan, where he's worked on AI and gameplay for games including the official SBK series, SUPER STARS V8 series, and many more. Previously, he worked at Ubisoft in Italy where he worked on LARA CROFT TOMB RAIDER: THE PROPHECY, as well as BEYOND GOOD AND EVIL, the RAYMAN series.