New AI for Mobs
#61
Is your AIDevelopement branch ready to test? I'd like to see how much has the Mob AI improved.
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#62
You can test it already, but agressive mobs won't do anything because they don't have a target anymore.
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#63
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.
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#64
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.
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#65
?????
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#66
Hmmm?
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#67
Thanks. Though I shouldn't have to rename my folder; macs by default run on a case-insensitive filesystem.
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#68
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
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#69
ah. ok.
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#70
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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