OK first of all you need to rethink the concept of "Brains" with Blitz3d- this is a programming philosophy used by 3d RAD and to some extent Gamestudio aka A6.
In very simplistic terms these products assign a collection of functions and properties to an entity that then acted like its "brain" or AI and would interact with the 3d world accordingly and independantly of the rest of the main code.
Blitz3d is not object orientated and therefore you cannot assign sections of code to an individual entity and then forget about it.
However you can write your "Brain" for each entity as a collection of functions that can be called by your main program to achieve the same results.
A World Builder or placement program could export the level with properties for the entities including a "Class" property which could be the type of vehicle etc.
I don't think that anyone could give you the exact AI code as it would be quite lengthy and would depend on many other factors.
What would be a good start would be to create a Vehicle Type structure with fields for Class, Control_Type,Maximum Velocity, Minimum Velocity, Acceleration etc, etc and then when you update each vehilcle you use the values from its type structure to animate it. If the Control_Type were "human" for example then you would overide the computer control with the Player controls but using the limits held in the type structure for that vehicle.
I know this is very vague and is probably not what you are looking for but its a start.
P.S. I remember in a previous post a while back I said I would show you a demo of some combat code and jumping into and ejecting from craft. Well I must confess that I never got round to posting it - first because I'm a lazy git and second cos I had nowhere to post it.
I have somewhere now so I'll try and post it soon (Joystick control works a treat as well ) - I cannot release the source as yet at least until it is finished but I could explain the techniques used which are pretty basic.
Cheers
:)
Edit :(Sorry for the repetition about brains - didn't see the previous post)
In very simplistic terms these products assign a collection of functions and properties to an entity that then acted like its "brain" or AI and would interact with the 3d world accordingly and independantly of the rest of the main code.
Blitz3d is not object orientated and therefore you cannot assign sections of code to an individual entity and then forget about it.
However you can write your "Brain" for each entity as a collection of functions that can be called by your main program to achieve the same results.
A World Builder or placement program could export the level with properties for the entities including a "Class" property which could be the type of vehicle etc.
I don't think that anyone could give you the exact AI code as it would be quite lengthy and would depend on many other factors.
What would be a good start would be to create a Vehicle Type structure with fields for Class, Control_Type,Maximum Velocity, Minimum Velocity, Acceleration etc, etc and then when you update each vehilcle you use the values from its type structure to animate it. If the Control_Type were "human" for example then you would overide the computer control with the Player controls but using the limits held in the type structure for that vehicle.
I know this is very vague and is probably not what you are looking for but its a start.
P.S. I remember in a previous post a while back I said I would show you a demo of some combat code and jumping into and ejecting from craft. Well I must confess that I never got round to posting it - first because I'm a lazy git and second cos I had nowhere to post it.
I have somewhere now so I'll try and post it soon (Joystick control works a treat as well ) - I cannot release the source as yet at least until it is finished but I could explain the techniques used which are pretty basic.
Cheers
:)
Edit :(Sorry for the repetition about brains - didn't see the previous post)