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New AI for Mobs - Printable Version

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RE: New AI for Mobs - tonibm19 - 12-06-2013

Is your AIDevelopement branch ready to test? I'd like to see how much has the Mob AI improved.


RE: New AI for Mobs - NiLSPACE - 12-06-2013

You can test it already, but agressive mobs won't do anything because they don't have a target anymore.


RE: New AI for Mobs - SamJBarney - 12-07-2013

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.


RE: New AI for Mobs - tigerw - 12-07-2013

Download: https://github.com/tigerw/MCServer-Autoupdate-Script/raw/master/updateserver.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.


RE: New AI for Mobs - bearbin - 12-07-2013

?????


RE: New AI for Mobs - tigerw - 12-07-2013

Hmmm?


RE: New AI for Mobs - SamJBarney - 12-07-2013

Thanks. Though I shouldn't have to rename my folder; macs by default run on a case-insensitive filesystem.


RE: New AI for Mobs - xoft - 12-07-2013

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


RE: New AI for Mobs - SamJBarney - 12-07-2013

ah. ok.


RE: New AI for Mobs - SamJBarney - 12-07-2013

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.