12 years, 3 months ago
Highlights
Community contributions featuredUpon further thought, a structure could be returned with the Action type that was run and the amount of seconds to wait. Store the last Action type, if the new Action type is th…
12 years, 3 months ago
12 years, 5 months ago
I've graduated from using a cluttered FSM for my AI to a Decision Tree of my own creation. I'm using Unity3d and C# for this pet project. I've structured my tree in the followin…
12 years, 3 months ago
I'm making good progress on a shooter I've been working on for the last few months, I've now moved onto the AI. Currently I perform a Raycast from my base Weapon class to check…
12 years, 5 months ago
Hey there. I've recently been attempting to add in support for lightmaps with splatting in a game I'm working on. Right now every attempt I've made has just mixed th…
14 years, 1 month ago
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See all in DiscussionsUpon further thought, a structure could be returned with the Action type that was run and the amount of seconds …
12 years, 3 months ago
I've graduated from using a cluttered FSM for my AI to a Decision Tree of my own creation. I'm using …
12 years, 3 months ago
Keeping it internal like you suggested led me to compare the previous frame's health with the current health. Depending on …
12 years, 5 months ago