that slick design never gets boring, gotta eyeball the model and 3d print that one day hehe btw how do npc's behavior tree works in your implementation if you don't mind? This kinda is like leaking your special sauces so I'd rather not ask but.. curiousity won over!
If you're talking about human NPCs inside the hub area, it will be just simple dialog trees, nothing fancy. The enemy ship AI is currently behavior trees, implemented as an actual data structure with nodes etc. But I may replace that with functions and if statements. I'm not sure how much I'm really gaining with the object-oriented approach there.
I think it only really shows up in game design. Kind of like state machines except every iteration you might execute multiple nodes traversing the tree, where with state machines you have one transition / execution. Really like a big nested if / else structure with reusable components composed together in a tree.
@@davidroome137 ah sorta like nodes in blender, sounds quite handy once enough sets of action/logics are created! being short on sleep & time is depriving my passion and couldn't worked on mine recently so watching yours are like vicarious pleasure hehe gotta get back to work, wish ya best!
that slick design never gets boring, gotta eyeball the model and 3d print that one day hehe
btw how do npc's behavior tree works in your implementation if you don't mind? This kinda is like leaking your special sauces so I'd rather not ask but.. curiousity won over!
If you're talking about human NPCs inside the hub area, it will be just simple dialog trees, nothing fancy. The enemy ship AI is currently behavior trees, implemented as an actual data structure with nodes etc. But I may replace that with functions and if statements. I'm not sure how much I'm really gaining with the object-oriented approach there.
@davidroome137 that's fancy! how much it differs from state machine, I think I never heard about it in lectures
I think it only really shows up in game design. Kind of like state machines except every iteration you might execute multiple nodes traversing the tree, where with state machines you have one transition / execution. Really like a big nested if / else structure with reusable components composed together in a tree.
@@davidroome137 ah sorta like nodes in blender, sounds quite handy once enough sets of action/logics are created!
being short on sleep & time is depriving my passion and couldn't worked on mine recently so watching yours are like vicarious pleasure hehe
gotta get back to work, wish ya best!