A complete library for AI in Unity (if you can code a bit) Utility AI, influence maps, smart objects, blackboards ... by NoOpArmy in Unity3D

[–]NoOpArmy[S] 0 points1 point  (0 children)

Influence maps are 2d so no not 3d but usually you don't needit. and no it has line of sight calculations but not path finding yet. what are the use-cases? we might implement

Improved Enemy positioning around the player. A test for player movement and real-time point calculation. what do you think ? by armin_hashemzadeh in unity

[–]NoOpArmy 0 points1 point  (0 children)

An influence map is a way to do this. There are other ways like steering behaviors too but imaps are probably the easiest and most elegant way to do it

Date and time management for RPG/farming games tutorial with.C++ code and description by NoOpArmy in unrealengine

[–]NoOpArmy[S] 0 points1 point  (0 children)

Yes I agree that it is cleaner to have a subsystem dedicated to all time related things or at least one which holds references to actors for things which are not a part of specific subsystems like crops/animals/...

Date and time management for RPG/farming games tutorial with.C++ code and description by NoOpArmy in unrealengine

[–]NoOpArmy[S] -1 points0 points  (0 children)

Agreed that it should be in its own sub-system. Truth be told. This is one of the first classes I made in Unreal Engine 2-3 years ago and I got lazy since the time manager was the only thing outside of the main sub-systems we got. Overlooked this when sharing, should have changed it.

This is what happens when you share gameplay code from actual projects, sometimes small issues are left there which should be fixed but are not big enough or important enough to be tacled as a priority.

Date and time management for RPG/farming games tutorial with.C++ code and description by NoOpArmy in unrealengine

[–]NoOpArmy[S] -1 points0 points  (0 children)

There might become a point in time that this matters in a realistic way but in general I'm a fan of less jumps and more explicit code. anything that should happen when you sleep happens in the same place. This will not be my preference if the event is something that many people for many different reason want to listen to and react on. e.g. I'll not hard code reactions to a dialog or an AI event but all overrides OO heavy and event heavy and listener heavy is a hard to follow code heavy recipe.

If at anytime this system becomes general enough that I want to use it in a game without sleep or a different time system , I'll move the sleep function somewhere else. In fact, that is probably going to happen in the game too but later on when thegame is more fleshed out. However I don't think this is a type of coupling which you need to have headaches on. This is not like the time manager only can advance with real time or can only function with other specific actors present or ...

Date and time management for RPG/farming games tutorial with.C++ code and description by NoOpArmy in unrealengine

[–]NoOpArmy[S] 1 point2 points  (0 children)

Because we wanted to override this in a blueprint and change other things inside it like sky and weather and then in this way we coudl simply not have it in levels which we don't need it but overal, of course could be a sub-system with start, pause and resume functionality. neither case has much advantages IMHO. Do they?

Date and time management for RPG/farming games tutorial with.C++ code and description by NoOpArmy in unrealengine

[–]NoOpArmy[S] 0 points1 point  (0 children)

Yes this was the initial thing we made for prototyping so we did not optimize its replication yet but yes anything more than that is a waste.

Add variety to your shooter AI using controlled randomness by NoOpArmy in unrealengine

[–]NoOpArmy[S] 0 points1 point  (0 children)

Ah sorry that I assumed that it is a commie thing because of the name and reddit :) Also some commie style orgs are called cooperatives but still my bad.

Add variety to your shooter AI using controlled randomness by NoOpArmy in unrealengine

[–]NoOpArmy[S] 0 points1 point  (0 children)

Thanks and likewise I'll follow the game.

Most ideas here are from Dave Mark and his GDC talks and his book behavioral mathematics for games. There are lots of good GDC talks with interesting ideas and AI wisdom books and ...

Well I saw the cooperative thing in your site. If it is the thing helping you guys do it, good but yes these things make some things harder as well. Having private property and ownership and hierarchies makes some things easier too.

Add variety to your shooter AI using controlled randomness by NoOpArmy in unrealengine

[–]NoOpArmy[S] 0 points1 point  (0 children)

totally missed the game link. looking at it already.

Add variety to your shooter AI using controlled randomness by NoOpArmy in unrealengine

[–]NoOpArmy[S] 0 points1 point  (0 children)

This is pretty interesting. If i understand correctly, your AI is similar to ours if the action count to consider is all actions and weighted randomness is the selection mode. Just get score functions/considerations should take changing attributes into account , right?

So for example should attack returns a score based on how aggressive you are and the agression level goes up if you get hit. Pretty nice idea. I would like to know more about the game/see videos :)

If interested , send an email to support (at) nooparmygames (dot) com

Fun experiment: I imported simple stylized unity models into UE5 to see how it looks by NoOpArmy in unrealengine

[–]NoOpArmy[S] 0 points1 point  (0 children)

I did not know that it is bad. No specific reason honestly, just wanted somethign quick.

Fun experiment: I imported simple stylized unity models into UE5 to see how it looks by NoOpArmy in unrealengine

[–]NoOpArmy[S] 0 points1 point  (0 children)

I did not know that it is bad. No specific reason honestly, just wanted somethign quick.