05-29-2015, 07:26 AM
(05-29-2015, 06:18 AM)xoft Wrote: [ -> ]Yeah, I didn't crunch the numbers when I wrote that, I was just brainstorming out loud
What exactly is the issue that is worrying you?
Skeleton status updated. It now works fine.
(05-29-2015, 06:18 AM)xoft Wrote: [ -> ]Yeah, I didn't crunch the numbers when I wrote that, I was just brainstorming out loud
(05-29-2015, 04:34 PM)xoft Wrote: [ -> ]My thinking is that an AI could want to query multiple paths, and even some path-related questions, before it decides what to do next. For example, if a mob sees multiple players, it might want to decide which one to hunt (multiple path queries). Or a skeleton needs to find a place that's close enough to shoot (path-related, but not pathfinding). Or when passive mobs escape, they should pick a random destination that is reachable yet furthest away from the source of the attack. These all led me to the belief that a per-mob field would be useful.
(05-29-2015, 07:42 PM)xoft Wrote: [ -> ]Alright, that sounds reasonable. Let's keep the current system, then. I still don't like the partial updates, though. I think pathfinding should be fast enough to perform it all at once, and it shouldn't get called too often.
(05-29-2015, 07:52 PM)Jammet Wrote: [ -> ]Just did a monster test on my server with the most recent build...
(05-30-2015, 05:27 AM)ReonBalisty Wrote: [ -> ]Had a several guardians come up on land and try to act like squids do. They catch fire and just run around, I do not think they take health damage from the fire as they walk on land. It was creepy.