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Full Version: New AI for Mobs
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Is your AIDevelopement branch ready to test? I'd like to see how much has the Mob AI improved.
You can test it already, but agressive mobs won't do anything because they don't have a target anymore.
Yeah, its not fully ready yet. I'm still designing out how its all going to work in the little bits of time I have right now.

Also, if anyone can think of a way to simplify down cBehaviorPathToPosition so its not as computationally heavy, let me know.
Download: https://github.com/tigerw/MCServer-Autou...eserver.sh

Name your MCServer folder 'mcserver' (lowercase) and download it to the same directory as the MCS folder. Then just bash updateserver.sh when necessary.
?????
Hmmm?
Thanks. Though I shouldn't have to rename my folder; macs by default run on a case-insensitive filesystem.
That script only downloads binaries, and mac binaries are not built on Bearbin's server, so it's pretty useless for you on all levels Smile
ah. ok.
So anyone got any thoughts on how to streamline the Pathfinding code?

I can only get up to 100 or so entities before the Deadlock detection thread kills the server, so the Pathfinding really needs to be streamlined.

Its kinda getting frustrating.
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