QUOTE('Butterman' @ 'Mar 19 2009, 12:16 PM)
I would use TCP on this project.
An AI won''''t be hard for this at all. You just have to work out if any of his balls lie between an ray between the white ball and the pocket. If so, just put the crosshair on them and fire. If not, just shoot a random one \
I understand what your saying about TCP for this game as its turn based. The reason I''m using UDP is I want to write a general purpose sockets class that I can use in other real time projects and also I want the other player to watch their opponents shot as its made.
That would work as a stop gap solution. Line of sight and ball selection look deceptively simple but to be convincing is really difficult - stopping the CPU going for and getting impossible shots at the expense of a simpler better one. Maybe at a later stage.
QUOTE('fusion_power' @ 'Mar 19 2009, 12:21 PM)
Practise Mode sounds good too. \:\)
Is there something like an flexible "Open Source AI" out there, that coders can include in their projects? Could help many Games where a AI is needed. \^_\^
Thats a possibility, Ill have a look into that. Someone is bound to have
but to be honest Im more interested in getting it working as a multiplayer game.