Hi Filax,
That's a very nice working example!
I guess it could be tricky 'as a community project' since when you get to this level of coding, most people have their own little system for handling entities, characters, etc.
And since every 'game' has a different set of features, I guess it should be 'open' enough for people to make their personal adjustments to handle things slightly different. If that makes any sense :)
I understand this is a (very nice) start! But for the main 'AI_UpdateMonster()' function I should recommend using an FSM (finit state machine) since a monster's functions will only grow when you keep adding functionality to the ai engine. And a series of If..Then statements will get you in trouble later on - and grow to complex uncomprehensible monsters themselves :) I don't know how familiar you are with FSM's but they are DEAD EASY and alow for simple to relatively complex decision making (depending on what you need/use it for)..
d.
That's a very nice working example!
I guess it could be tricky 'as a community project' since when you get to this level of coding, most people have their own little system for handling entities, characters, etc.
And since every 'game' has a different set of features, I guess it should be 'open' enough for people to make their personal adjustments to handle things slightly different. If that makes any sense :)
I understand this is a (very nice) start! But for the main 'AI_UpdateMonster()' function I should recommend using an FSM (finit state machine) since a monster's functions will only grow when you keep adding functionality to the ai engine. And a series of If..Then statements will get you in trouble later on - and grow to complex uncomprehensible monsters themselves :) I don't know how familiar you are with FSM's but they are DEAD EASY and alow for simple to relatively complex decision making (depending on what you need/use it for)..
d.