12-06-2013, 07:41 PM
Is your AIDevelopement branch ready to test? I'd like to see how much has the Mob AI improved.
New AI for Mobs
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12-06-2013, 07:41 PM
Is your AIDevelopement branch ready to test? I'd like to see how much has the Mob AI improved.
12-06-2013, 11:41 PM
You can test it already, but agressive mobs won't do anything because they don't have a target anymore.
12-07-2013, 02:46 AM
(This post was last modified: 12-07-2013, 03:16 AM by SamJBarney.)
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.
12-07-2013, 04:38 AM
?????
12-07-2013, 05:05 AM
Hmmm?
12-07-2013, 05:42 AM
Thanks. Though I shouldn't have to rename my folder; macs by default run on a case-insensitive filesystem.
12-07-2013, 06:18 AM
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
12-07-2013, 09:04 AM
ah. ok.
12-07-2013, 03:09 PM
(This post was last modified: 12-07-2013, 03:27 PM by SamJBarney.)
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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