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This question skirts close to off-topic "what technology to use" territory, but I'll try to keep from getting bogged down in this-product-vs-that details, and look at it more in terms of general development process... Philipp is right that using a full-featured 3D engine for a text game is using a sledgehammer to crack a nut, ie. much more power than you ...


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The code provided by Ilmari Karonen is almost correct, but there is a slight glitch. You actually compute the acceleration 2 times per tick, this does not follow the textbook equations. acceleration = force(time, position) / mass; // Here time += timestep; position += timestep * (velocity + timestep * acceleration / 2); newAcceleration = force(time, ...


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It depends on how your software architecture looks. When you have a clear separation between user input, ai input, game mechanics and graphic engine, then you should be able to simply switch out the ai input with a second user input. But when you have tight coupling between the AI code and the other components of your game, then it might be quite a lot of ...



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