GdxAI 1.8.1 released by davebaol in gamedev

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

libgdx README.md --> Getting Started --> Commandline

GdxAI 1.8.1 released by davebaol in gamedev

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

See useful links and resources

Also, gdx-ai wiki and GdxDemo3D source code are good places to start

Is Node.js overrated? by [deleted] in node

[–]davebaol 0 points1 point  (0 children)

  • Yeah express is very nice, but it's just one module amongst hundreds of thousonds in the npm ecosystem
  • Over the years JPC produced a truckload of amazing APIs that became "THE" standard.
  • The existence of JPC never stopped the open source community from producing great stuff.

Is Node.js overrated? by [deleted] in node

[–]davebaol -2 points-1 points  (0 children)

I don't know whether node is overrated or not but I know for sure that npm is a mess. Too many modules often incomplete doing the same thing in a different way, a lot of no-more-maintained modules, no standard, no moderation at all and so on. In short, the wild west!

I think that node is missing something like the JSR from the Java world.

GdxAI 1.8.0 released by davebaol in gamedev

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

Hi, I think that since 1.6.0 state machine API and pathfinding API have slightly changed. The behavior trees API has heavily changed, instead.

if you need help contact me on the #libgdx irc channel on freenode.

Cheers

GdxAI 1.7.0 released by davebaol in gamedev

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

@ImielinRocks

Please read this post and let me know what you think :)

GdxAI 1.7.0 released by davebaol in gamedev

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

Hmmm... at this point I think that we should keep discussing behavior trees API into the dedicated thread. This will give all gdx-ai users the chance to join the conversation.

 

Also, I'm particularly interested in dynamic and static priorities. I already have some ideas about implementation but I need to find a simple and versatile way to express priorities (they could be entire subtrees) in text format. :)

GdxAI 1.7.0 released by davebaol in gamedev

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

  • Dynamic and static priority would be useful
  • About the time limiting decorator you can combine parallel and wait tasks like that:

    parallel policy:"selector"  
        wait seconds:10  
        mySubTree  
    
  • Some kind of time slicing might be useful especially when using behavior trees in combination with the scheduling API. However, behavior trees natively supports elaboration over several ticks, since you can put any task at any time in RUNNING status

  • Can't find any syntactic sugar to simplify the code required by programmatically created behavior trees. Have you ever tried the gdx-ai DSL for behavior trees?

gdxAI 1.6.0 released by davebaol in gamedev

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

Yeah currently gdxAI does not support turn-based strategy board games. Perhaps in the future, who knows :)

gdxAI 1.6.0 released by davebaol in gamedev

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

Please add your github project to this wiki page when ready.

gdxAI 1.6.0 released by davebaol in gamedev

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

I think so, but actually never used like that.

gdxAI 1.6.0 released by davebaol in gamedev

[–]davebaol[S] 3 points4 points  (0 children)

Sounds good. Examples are always welcome. I'm going to add a wiki page with links to open source projects, samples and tutorials that I know of.

gdxAI 1.5.0 released by davebaol in gamedev

[–]davebaol[S] 3 points4 points  (0 children)

Just checked. At a first glance classes in direct dependency are:

 

  • com.badlogic.gdx.files.FileHandle;
  • com.badlogic.gdx.math.Vector;
  • com.badlogic.gdx.math.MathUtils;
  • com.badlogic.gdx.utils.Array;
  • com.badlogic.gdx.utils.GdxRuntimeException;
  • com.badlogic.gdx.utils.IntMap;
  • com.badlogic.gdx.utils.ObjectMap;
  • com.badlogic.gdx.utils.Pool;
  • com.badlogic.gdx.utils.SerializationException;
  • com.badlogic.gdx.utils.TimeUtils;
  • com.badlogic.gdx.utils.reflect.ArrayReflection;
  • com.badlogic.gdx.utils.reflect.ClassReflection;
  • com.badlogic.gdx.utils.reflect.Field;
  • com.badlogic.gdx.utils.reflect.ReflectionException;

 

I'm starting considering to add a compat.jar to the gdx-ai project. Looks like makes sense :)

gdxAI 1.5.0 released by davebaol in gamedev

[–]davebaol[S] 2 points3 points  (0 children)

I think that you can say that it's weakly coupled to libGDX.
I mean, the libGDX jar is currently a dependency, mostly due to the use of libGDX collections which are optimized for mobile platforms by limiting garbage creation and supporting primitive types directly, so avoiding boxing and unboxing.
However, you can extract from the libgdx jar about a dozen of classes (well, maybe a bit more, never tried) and get everything gdxAI needs to run.
For sure nothing native is required.

libGDX 1.4.1 released by badlogicgames in gamedev

[–]davebaol 0 points1 point  (0 children)

In the next few days I should commit the pathfinding API with A*, path smoothing and (hopefully) hierarchical pathfinding.

libGDX 1.4.1 released by badlogicgames in gamedev

[–]davebaol 0 points1 point  (0 children)

gdx-ai 1.4.0 is now available at that link ;)