Mobs refactoring
#8
I don't quite get the chunk grabbing you're proposing. But anyway, I think we can work around that:

Let all mobs grab only a small portion, let's say 5x5x5 blocks around them, by default. This should be enough for them to walk randomly etc.
Only when a mob is within a 16 block distance to any player (plain L1 or euclidean metric, no matter what the blocks are), let them grab the full 32^3 area for pathfinding to the player.

This could work. Maybe even making the small portion adaptive or settable size, at least for experimenting.
Spawning change added to the list in the top post. Nice catch.
State-based AI is okay, but it won't do what vanilla does now - villagers socializing, golems giving roses to children etc.
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Messages In This Thread
Mobs refactoring - by xoft - 05-31-2012, 09:22 PM
RE: Mobs refactoring - by Taugeshtu - 05-31-2012, 09:29 PM
RE: Mobs refactoring - by xoft - 05-31-2012, 09:32 PM
RE: Mobs refactoring - by Taugeshtu - 05-31-2012, 09:38 PM
RE: Mobs refactoring - by xoft - 05-31-2012, 09:43 PM
RE: Mobs refactoring - by Taugeshtu - 05-31-2012, 09:51 PM
RE: Mobs refactoring - by NiLSPACE - 05-31-2012, 11:21 PM
RE: Mobs refactoring - by xoft - 05-31-2012, 11:23 PM
RE: Mobs refactoring - by Taugeshtu - 06-01-2012, 12:08 AM
RE: Mobs refactoring - by NiLSPACE - 06-01-2012, 12:40 AM
RE: Mobs refactoring - by xoft - 06-01-2012, 02:33 AM
RE: Mobs refactoring - by NiLSPACE - 06-01-2012, 02:35 AM



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