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Latest Behavior Activity

enigma_dev
December 19, 2021 06:22 PM
DevBlog 9 - Creating AI Behavior Trees in C++




I created a behavior tree system that is defined completely within c++.  

AI entities have a brain which spins up a behavior tree.

The nodes in the behavior tree are heap allocated, which I believe does have some noticeable performance cost.

The reason for this was to easily use virtual methods a…

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I think some of your code is a little long-wound compared to what it does, but dammit if it isn't a pretty article, and a beautiful-looking blog! Thanks for sharing!

4,971 views
21 hours ago, Dave Roberts said:

Depending on your specific game and situation you can go (or may need to go) more complicated.  In order of simplicity:

1. create a hard coded list of vectors that are offsets from the players current postion, Use ticket system to pick a…

9,950 views
vicodescity
August 05, 2019 01:39 PM

? Thanks, now it's clear, although I would rather start with just immunity to the weapon, then when am experienced enough I will add the counter system.

6,708 views
theaaronstory
July 20, 2019 01:36 PM
Spicing up the AI (game mechanics)

Above the usual tropes of having good design, character, specialty and synergy, thought I'd add some [basic] special cases to the mix:

  • Angle of attack: Enemies would be able to come from all 360 degrees, and would not be limited to the ground plane.
  • Player's cone of vision: It wo…
  • 4,367 views
    theaaronstory
    July 14, 2019 03:54 PM
    Decisions, Enemies, Bosses (game mechanics)
    The good, the bad and the in between

    Even though the core gameplay revolves around action, I still wanted to have that feeling of "Your actions affect the world" kind of vibe. Nothing too crazy, but just enough for you to get a kick out of it. But what do I mean by that? Well . . . EOTH has …

    2,835 views
    jb-dev
    June 01, 2019 04:45 PM
    Weekly Updates #47 - Now I can see clearer

    Well well well, hello there! And welcome to this new Weekly Update post! I'm going to be really frank with you this week was primarily a debugging one. The main gist was to really remove bugs in AI. That's about it. 

    I still have a bit of stuff to talk about so let's get right to it!

    Ga…
    3,019 views
    jb-dev
    May 25, 2019 03:04 PM
    Weekly Updates #46 - Stop Moving Please!

    Hey, hello there! This is yet another new entry in this truly wonderful weekly update blog! This week was quite big. There is a couple of new stuff so let's get right to it!

    Pooling

    First, I want to talk about a subtle upgrade. In the game, I'm using static factories to generate differe…

    3,246 views

    Thanks man it worked!!! I just had to change the integers to floats... I feel so stupid ..

    13,739 views
    Array of samplerCube

    Problem solved.

  • For correct work, I had to fill the entire samplerCube array with zeros. Otherwise, there will be a black screen.
  • At the expense of glare: apparently, the problem was in the open drivers. The test was performed on Windows with the official drivers, and everything was …
  • 2,904 views
    Tactics, Strategy and Rhythm: How Audiosurf Utilizes Immersion to the Fullest Extent

    When it comes to video games, immersion is one of the more popular topics among game critics and players alike, and for good reason. When you ask people why Marvel’s Spider-Man is such a joy to play, it shouldn’t surprise you if at least one of them tells you that the game “makes you feel like S…

    12,094 views
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