More AI work
Today I spent a lot of time rebuilding the AI system for the game… It’s a bit more manageable that before, but the technical solution still looks “sloppy”, to be honest…
I think the only good solution is to build some sort of visual language for the top level decisions, with the low-level part being done either in the code or scripting… The idea is that you could at any moment in time check where the system was, what state was running, etc… That’s maybe a good idea for the Spellbook!
Anyway, I got basic behaviors working!
While it already behaves better than the previous version (less indecisions, better positioning), it still has some borderline behaviors, a nervousness to the behaviors that look terrible…
Anyway, it’s good progress!
Now listening to “Unarmed” by “Helloween”
Link of the Day: Here’s a nice article about future/modern engine architectures… I thought it was an interesting read, and can’t wait for the future articles on this series: http://molecularmusings.wordpress.com/2014/11/06/stateless-layered-multi-threaded-rendering-part-1/
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