2012-12-29 07:15:20 by Homer in Daily Zombie

Actor Control System is being implemented.

The Actor class supports a list of possible Actions, which associate an Animation with specific behavioral control code.

There is a Player class that maps device inputs into Actions.

For NPC's, the Actor class supports two different AI Behavior Controllers (Neural Net and Behavior Tree) which can work alone or together.



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2012-12-10 09:52:12 by Homer in Daily Zombie

Now we're hooking up the GUI stuff for the in-game editor, which is Networked!!
No longer do we pass files from one level developer to another, we work as one.


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2012-12-06 08:31:21 by Homer in Daily Zombie

Created some physically modelled furniture - A chest of drawers, which you can shove around, and whose drawers slide in and out (especially when you tip the whole thing over, lol), a door that swings on its hinge within fixed limits, stuff like that.

Interactive stuff is just too much fun, even when you are not being attacked by the zombie with homing missile ai.


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2012-12-04 11:15:12 by Homer in Daily Zombie

Added many kinds of physics constraints, like hinges, ballsockets, universals, conetwists, many more.
Made a swinging door with limits to prove it works good. Fun! Interactive!


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2012-11-25 04:34:57 by Homer in Daily Zombie

Implemented a custom NavMesh and modified A-Star PathFinder.
AI are getting smarter these days.


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 About me

I started screwing around with computers when I was nine, the same year I was first arrested for breaking into the local high school to play with the musical instruments.

Since then I have learned to program robots the size of houses with up to seven independent axes, as well as design and build the robot itself.

These days I am back at Uni, getting myself qualified in game programming as a formality.

Do you like zombies?


 Homer


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