New AI for Mobs - Printable Version +- Cuberite Forum (https://forum.cuberite.org) +-- Forum: Cuberite (https://forum.cuberite.org/forum-4.html) +--- Forum: Development (https://forum.cuberite.org/forum-13.html) +--- Thread: New AI for Mobs (/thread-820.html) |
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 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. |