Unity: AI suggestions for "Tiny Wings" like game [closed] - c#

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I'm working on game similar to the mobile game "Tiny Wings".
Image of Tiny Wings
Like shown in the image you are supposed to land on the downhill part of a mountain. If you are fast and high enough you can fly past mountains without having to land and slide down. How can I create an AI that knows when to land and when to fly past the hill? (I'm using "AddForce" to push the "bird" down when the player decides he wants to land) Thanks!

This is not a simple problem that can be solved in a single answer.(At least I don't feel this to be the case.) But i can give a couple pointers as to how i would attack this problem. So it could get more complicated than this but this seems like a good place to start.
First I would have a range of optimal angles for landing the bird in the "butter zone"
Second you will have to keep track of the birds rotation/angle in relation to the ground
Third you will have to build a system based on the birds velocity to seek out a "target" landing spot
Fourth you will have to adjust the angle of the bird to be as close to parallel with the landing spot as possible.
Hopefully this will get you started, but this seems like it's going to be a somewhat hefty task. Good luck.

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How would I keep track of the Player and AI's positions for a racing game? [closed]

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Summary:
So, as the question suggests I'm trying to develop a racing game. Although, I need to create a system to keep track of what positions the Player and AI are in. Positions as in first place, second place, third place, etc.
What I've tried:
At first I was going to use a system that was made by Jimmy Vegas in one of his tutorials for developing a racing game, but this system only works with two cars and an enclosed track/circuit. My game is an off road racing game, this means the track is open and the player will be able to make there own shortcuts and no walls will restrict the player's ability to roam the map. This renders Jimmy Vegas's system useless for my type of racing game. I tried to mess around with the code to find a way to still use his system, but I'm afraid it won't work. Any help would be greatly appreciated!
Possible Solution
I won't be writing the code for this as it's too implementation-specific, but here's some checklist pseudo-code.
Use the following to compute relative positions between two players:
Compare first by laps.
If same laps, compare by checkpoints.
If same checkpoints, compare using a distance function to next checkpoint. This function may be as simple as Euclidean distance, but I'd recommend whatever you're using for your AI pathfinding.
If you want absolute positions of all players, make an array, and sort it using laps, then breaking ties with checkpoints, and finally breaking ties with distance.
Even a hundred-entity race running this every frame shouldn't have any problems.

Is it possible to recognize enemies with screenshotbased machine-learning? [closed]

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I'm trying to start coding on a holiday-project that recognizes enemies by analyzing screenshots in lifetime. In my research I read about computer-vision and machine learning. Up until now I only wrote a program that finds a green dot on the screen and moves the pointer towards it. However I'm struggling to figure out how to calculate in distance-based body sizes, shadowing, different player models, only small parts (arms, legs, heads etc.) showing up, finding the difference of dead and alive enemies and wayyy more. For the understanding of my problem I'll add some screenshots.
Thanks for answering!
http://prntscr.com/fwudav
http://prntscr.com/fwudxm
I'll first give a heads up: This is not a "holiday project". People make 6-7 digit USD salaries researching this.
Instead, I'll answer this with more of an education on how to break up and think about a complex problem like this.
Think about it as a human. If you, as a human, can't look at an image and determine what it is you are looking at, then neither can a computer you are trying to teach. Determine what it is that makes the "enemy" an enemy on sight, and then determine what needs to be visible in the image to be able to determine it. Looking for a "person" is difficult, and it won't necessarily make them an "enemy". Find something simpler about them, a logo, a type of hat, etc.
Once you know what to look for in the image, the first step is looking at 3d space and perspective. If you know how the image you are looking for can change, you can check for the changes.
Apply the same to other changes in a 3d space. Lighting, depth of field, etc.
The way to make this faster and easier for a computer is having a lot of just-different-enough sample data to check against.
The technology itself is comparatively new, and finding freely available algorithms and code to work with is not reasonable, but some information about its concepts and the problem can be found.
Some links to learn about what the technology is. Browse and go through the terms on these pages:
https://en.wikipedia.org/wiki/Reverse_image_search
https://en.wikipedia.org/wiki/Perspective_distortion_(photography)

how to Track object from video using c# [closed]

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I'm trying to code a project in which I track a tennis ball across a court after a serve and work out its speed. The user uploads a video of them serving and then the program works it out. Is it possible to track an object within an uploaded video using C#? And is it also possible to identify the lines of the court?
Its 18.29 meters from the baseline to the service line. If we assume a ball speed of 100 mph (slower than in Wimbledon and nowhere near what I see on hobby courts), the ball needs 0.4 seconds from the baseline to the service line (completely disregarding the drop in speed after it is hit by the racket).
If you film with 25fps, you will have a ball on circa 10 single pictures.
Filming from the top, I'd say motion blur will make it almost impossible to correctly track it and approximate the speed.
Filming from behind, thinking about motion blur, the net, the player, the racket... I'd say, it's near impossible.
Try one of these.
Do you know OPEN CV ? http://opencv.org/
I think you can use it with C#

how to build Programmerly control 3D Avatar or Character S [closed]

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I'm a student, I'm doing my final year project. It's for deaf students.
How can I create 3D human character?
How can I control that human characters movements via a vb or c# program
such as when I'm type in a text box "Right hand" The 3D model shod raise his/her right hand.
Are there any suitable libs for my need?
To my knowledge there are no libraries working on an abstraction level so high as you are describing.
I think you should look into some 3D game engines/libraries. I know that XNA is quite popular for C#. It is not as simple as importing a 3D model and telling it to raise its right hand though.
i would look into XNA
start off with 2d then move onto 3D
there are some excellent videos here
http://www.XNATutorial.com
you should be able to skip most of the theory lessons
you may also want to check out the first tutorial here as well
http://create.msdn.com/en-us/education/gamedevelopment
whilst its not technically a game you are developing the theory is the same
WPF is definetly the wrong approach for that because it has only a low performance if you use too complex models. It is also complicated to build 3D models in WPF.
As Yakyb and andvin said XNA would be a good choice.

Multiplayer game: how to sync FPS of different PC? [closed]

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i'm wondering how can i "sync" the speed (obviously, to the less fast) of different PC ?
My is a 2d racing game, written in C# + SDL.NET.
How to "move" object on screen at the "same" speed on all PCs sending "state" variable only 3 times per second (for instance) ?
Thanks
This is the friendliest article I've read on the matter. You should look at all the game physics articles from this guy (GafferOnGames)
Fix Your Timestep!
Even an RK4 integrator is sensitive to
the amount of time you step when
integrating. Decouple your physics
timestep from the display framerate so
that your simulation behaves exactly
the same way each time it is run.
...then continue with this one:
What every programmer needs to know
about game networking
A brief overview of the history of PC
multiplayer games. Discover how RTS
games were able to synchronize
thousands of units over a 28k modem,
and how first person shooters hide lag
with client side prediction and
latency compensation.
Hope you'll find it as eye-opening as I did.

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