Spellcaster Studios

Make it happen…

More indoors behaviors

Today was very tiring to get the AI behavior just like I wanted when indoors…

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That and the pull of “Warlords of Draenor” made it very hard to work! Smile

Anyway, I had to tweak, and tweak, and tweak, and a once little, simple, beautiful script becomes a tangled mess again because of fringe cases… I really need to figure out a better way to architect/structure AI code… It becomes messy very quickly (even if it isn’t as messy now as when I started, and it’s way more robust)… Probably some data-driven structures to encapsulate cause-and-effect (which is a bit how human beings work), plus some constructs to help out (for example, how long have we been in a certain state or conditional timers like “how long have we had no LOS on the enemy”?). When I go back to “Grey”, I’ll have to delve seriously into this, before I spend more time on the AI than I’ve already done.

Now listening to “Space Police – Defenders of the Crown” by “Edguy”

Link of the Day: This is an extremely elegant solution to the scripting language binding issues normally present on engines. The only drawback (that I can see) is the fact that it requires a very modern compiler to work: http://www.gamedev.net/page/resources/_/technical/general-programming/implementing-a-meta-system-in-c-r3905. Personally, I’m using a slightly different (and not so elegant) solution: I built an utility that scans the code files for some tags and exposes the methods I want (and I’m not exposing the variables themselves, besides through assessors, which can be generated automatically).

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