Thief Car AI for 3D Game

Basically, at present I am trying to create a game like Chase HQ2:

Chase HQ2 - Full gameplay

I was just working on a straight track or road gameplay so no left or right turn in the gameplay.
For gameplay, I have coded for player car movement and random traffic generation within generated roads.

Now its’s time to start working for Theif Car AI but where to start regarding this that I can’t able to understand.
So if you are able to provide me some guidance then it will be a great help for me :slight_smile:

I don’t expect any type of coding help but just a few suggestions in words so I can conclude something start coding into this.

Let me clear one more time, my roads remain straight always, there is no turn will get within the gameplay environment because at present I don’t want to make something complex for me.

“simulator of this 80s game:”

Not very relevant - but that is not 80s game. If it is Chase H.Q. 2 it came out around 2007.

Not to mention 911 number, which is created in this milenium.

@siddharth3322 what have you tried? Because there are tons of topics on the subject.

No it wasn’t.

https://en.wikipedia.org/wiki/9-1-1

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By mistake, I have placed wrong video link last night but at present, I have changed my sentence to present proper AI car behavior.

I want to write the logic for the thief car AI movement and at present, I have started writing code to overcome the traffic for the thief car.
Because this is, I have clearly noticed in the reference game.

I suppose, there is little to AI there really.
Is just logic drive forward and change lane when relevant.
For example, when car is incoming ahead.
Then logic just say, slow down, when you crash for example, so player can still catch up target.
Cars just go from one point, to another and another. Like checkpoints.
Even feels, like following spline, with some side to side position offset.

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There was a thread recently where someone posted their example of using machine learning to train a car AI to race, and it looked good.

Yep, and I think I know what you mean. The one racing along long thin curved road, with no barriers and landscape?
Thing is, this may be far beyond OP skills, or even needs. Unless I am wrong?

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You’re not wrong. Really the best option to recreate what’s there is to just have simple AI behaviours, not even anything so complex as requiring a behaviour tree. Just the kind of thing where it’ll move to try and get alongside the player and then slam into them. Unless the OP is going for simulation stuff, it’s probably not even important to give it steering behaviours.