I agree, I have been writting AI units (seperate from engine code and platforms) to be attached through DLL's. Seek, Avoid, Wander, and dynamic pathing. not useing anything WIN API specific.
I think you just need to understand better what the "Windows API" is.
but i will take a look at your software ;)
See my work >>>>
http://jimbaxter.ca
: Lol, no the only thing that Win32 API can do for you in terms of AI is render something. Rest is all is still code. And to test AI why would you need Win32, you can still do it on console. And if you do it once the game is renderable its so much more intutive than to render once with win32 and the rewrite with OpenGL or Direct3D again.
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: You are hihgly mistaken IMO.
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: : Hello!
: : Thanks for replying. AI can "live" inside a robot, a car, and yes a Windows Application. If you download my Win32 example from my
: : website at www.cvgv.com under Computer_AI then you would rethink
: : your position. Haven't you seen "Clippy" in Microsoft Word, for example?
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: : My point is using the Win32 API, you can immediately focus on designing your AI first, and then your game later, instead of the other way around as you say you did.
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: : : What are you talking about? There are no calls in the win32 API that help you create AI in a game. You are a very confused and lost soul...
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: : : BTW if I am wrong then all those weeks I spent designing AI for MY game are wasted, because I could just call Windows to do it for me! Why would I want Windows to help me anyway...
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