Quick demo video of my Utility and Needs Based UI test framework.
Click to see video on workshop
This is a quick demo video of my Utility and Needs Based AI test framework.
There are several things going on here to cause the AI actors to decide what to do:
- A scoring function runs every tick that updates the score for each available action. The top scoring action is marked as the active mode; if the mode changed since the last tick, s
Have a simple portal door system working with an interior map I've just started working on today.
One issue I'm running into with this setup is that the exterior map is completely unloaded when moving into an interior map. This causes a huge load time when you exit the building. I'd really like to be able to optimize some of that but so far I'm pretty much drawing a blank. Maybe it's a bit too late, will think on it more tomorrow.
Starting out a new work log here with a screenshot from my new project. Except for a few models this is entirely created with Leadwerks' Constructive Solid Geometry tools, using textures from Game Textures and terrain generated by L3DT.
WorldSmith is a very ambitious First Person Role Playing Game. I am essentially obsessed with a particular post-apocalyptic action RPG series and figured I should channel some of my creative energy into an attempt to create my own vision of something in a sim