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Latest Behavior Activity

enigma_dev
December 19, 2021 06:22 PM
DevBlog 9 - Creating AI Behavior Trees in C++




I created a behavior tree system that is defined completely within c++.  

AI entities have a brain which spins up a behavior tree.

The nodes in the behavior tree are heap allocated, which I believe does have some noticeable performance cost.

The reason for this was to easily use virtual methods a…

11,544 views
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I think some of your code is a little long-wound compared to what it does, but dammit if it isn't a pretty article, and a beautiful-looking blog! Thanks for sharing!

3,932 views
21 hours ago, Dave Roberts said:

Depending on your specific game and situation you can go (or may need to go) more complicated.  In order of simplicity:

1. create a hard coded list of vectors that are offsets from the players current postion, Use ticket system to pick any…

8,840 views
vicodescity
August 05, 2019 01:39 PM

? Thanks, now it's clear, although I would rather start with just immunity to the weapon, then when am experienced enough I will add the counter system.

5,729 views
theaaronstory
July 20, 2019 01:36 PM
Spicing up the AI (game mechanics)

Above the usual tropes of having good design, character, specialty and synergy, thought I'd add some [basic] special cases to the mix:

  • Angle of attack: Enemies would be able to come from all 360 degrees, and would not be limited to the ground plane.
  • Player's cone of vision: It wou…
  • 3,688 views
    theaaronstory
    July 14, 2019 03:54 PM
    Decisions, Enemies, Bosses (game mechanics)
    The good, the bad and the in between

    Even though the core gameplay revolves around action, I still wanted to have that feeling of "Your actions affect the world" kind of vibe. Nothing too crazy, but just enough for you to get a kick out of it. But what do I mean by that? Well . . . EOTH has …

    2,362 views
    jb-dev
    June 01, 2019 04:45 PM
    Weekly Updates #47 - Now I can see clearer

    Well well well, hello there! And welcome to this new Weekly Update post! I'm going to be really frank with you this week was primarily a debugging one. The main gist was to really remove bugs in AI. That's about it. 

    I still have a bit of stuff to talk about so let's get right to it!

    Gam…
    2,628 views
    jb-dev
    May 25, 2019 03:04 PM
    Weekly Updates #46 - Stop Moving Please!

    Hey, hello there! This is yet another new entry in this truly wonderful weekly update blog! This week was quite big. There is a couple of new stuff so let's get right to it!

    Pooling

    First, I want to talk about a subtle upgrade. In the game, I'm using static factories to generate differen…

    2,886 views
    jb-dev
    May 18, 2019 03:25 PM
    Weekly Updates #45 - HAMBURGER

    Hey hey! Hello there! It's that time of the week again! Your favourite Weekly Update blog just got another new fresh entry and this one is a bit interesting, to say the least... 

    This time it's all about AIs, behaviour trees and physics among other things...

    So get ready to get amazed by…

    3,092 views
    trill41
    April 21, 2019 09:26 AM
    Items and AI
    Items

    I was thinking about weapons and equipment's, which all are Items. So sooner or later some item system must be implemented. All items are stored in a database table (let's name it game_items) with a name, value, the type of the item (weapon, armor, crap...), a 3D model file (which is l…

    2,910 views

    Thanks man it worked!!! I just had to change the integers to floats... I feel so stupid ..

    12,322 views
    Array of samplerCube

    Problem solved.

  • For correct work, I had to fill the entire samplerCube array with zeros. Otherwise, there will be a black screen.
  • At the expense of glare: apparently, the problem was in the open drivers. The test was performed on Windows with the official drivers, and everything was d…
  • 2,318 views
    Tactics, Strategy and Rhythm: How Audiosurf Utilizes Immersion to the Fullest Extent

    When it comes to video games, immersion is one of the more popular topics among game critics and players alike, and for good reason. When you ask people why Marvel’s Spider-Man is such a joy to play, it shouldn’t surprise you if at least one of them tells you that the game “makes you feel like S…

    11,102 views

    You will definitely want a plugin.  It takes years just to figure out how to do it.  I don't know how to do it.  So yeah, use a plugin.

    2,748 views
    Rutin
    February 20, 2019 05:24 AM
    How can i create a Fighting Game?

    I noticed you edited your other post so I'll address this part first:

    1 hour ago, Cool Racoon said:

    Im new to the game dev, i barely know how can i do it and which tools i need to animate, its the first game i'm going to make. Do you know any engine that can work? Thanks.

    3,582 views
    SmaugA
    February 19, 2019 12:59 PM
    V0.1.6 Update

    ENG:

          This update introduces many changes:

  • Added new user interface changes;
  • Added game menu;
  • Added store for starting bonuses;
  • Added store at the end of levels;
  • Added save system;
  • Improved and fixed camera behavior;
  • Added some little changes.
  • 2,288 views
    SmaugA
    February 13, 2019 08:59 AM
    Dark zone update
    ENG:

       Hi everyone. This update fixes some bugs of animation events.
    Also be:

  • Improved player management;
  • Updated the GUI;
  • Added three enemy types with unique behavior;
  • Added four types of pick-up items.
  • A test zone has been created so that you can test this upda…

    1,983 views
    ProjectTaival
    February 11, 2019 07:24 PM
    Dev Diary #006 - Long-Term Asset Optimizations
    Hi, and welcome to the 6th Dev Diary of 2019.   Today's topics are; - Asset optimization; what I have done so far and what needs to be done. - Making a Proj…
    1,920 views

    Hi there, 

    Please help us evaluate three fighting-game streaming channels (Twitch) through the following SurveyMonkey page:
    https://jp.surveymonkey.com/r/8PR7QRD
    It takes around 15 to 20 minutes to finish this evaluation.

    Thank you so much in advance for your contributions to fighting-…

    1,915 views
    jb-dev
    December 17, 2018 07:42 PM
    Weekly Updates #25 - 【Intelligence】

    Why hello there! What a nice thing to see you again! This is another entry of your favourite Weekly Update!

    This time it's all about (artificial) intelligence. Most new features are linked to AI in one way or another, so let's get right to it!

    Step It Up!

    First, let's talk about soun…

    2,934 views

    Distance from the centre of your player to the centre of the ball won't help you. You need to look at the relationship between the ball and the line that defines the edge of your player's bat. Here are a couple of tutorials that may help you.

    1,926 views
    Viir
    October 06, 2018 07:55 AM
    DRTS October 2018 Release - Easier Beginning

    Feedback on earlier versions showed that new players often had a hard time beating the bot at first. To fix this, I introduced easier levels of difficulty. These support a gradual progression to more challenging opponents.

    When playing with a bot, you can now pick a difficulty level before s…

    3,267 views

    Well a lot of the world info isn't going to need to get passed. Passing copies of the data isn't a great idea for a lot of reasons. Just look it up from the behavior objects as needed. Same thing for the character's data... just look it up. You can pass in a reference to the world or character i…

    5,963 views

    Yeah, that was based off of occupancy maps by Damian Isla. He thought it was so groovy that he and Christian Baekkelund made Third Eye Crime.

    At about 11:40 of this, Damian shows off a demo of occupancy maps and describes how it is done. (His first 30 minutes of the lecture is about knowledg…

    3,449 views
    Jaap85
    July 22, 2018 10:06 PM
    #2 - From traits to attributes

    Since the big yearly professional cycling race (Le Tour de France) is being held at this moment, I wanted to work on my own Cycling Game. The first version of this game was launched about three weeks ago (link), but it still didn't feel finished.

     

    The main reason is that there was not t…

    2,135 views

    Hello,

    I have played all of Stracraft and I'm a fan LOL ... you will notice that if you group them together in the air they squeeze on the spot you want them to be... but "OVERTIME" they will move independently to not collide on each other and spread out... this true most on the air units bu…

    3,927 views
    worldzpoc
    June 10, 2018 07:59 PM
    ZPOC Blog #3

     

    GENERATORS / MOUSE TRAPS

    Mouse trap visuals are functional and show a dead little rodent that your units can eat raw.  Now we’ll just need to have them haul the raw food back to the storage area to enable them to be cooked.  Delish!

     

    Units are now smart enough to go to the rai…

    2,194 views

    In Final Fantasy XI online, if you touched another player that had been idle for a few seconds, you will not collide with them. If 2 players are moving and touch each other, they stop each other for about 1.5 seconds, and then they can run through each other.

    4,502 views
    jb-dev
    May 10, 2018 08:24 PM
    Steering behaviors: Seeking and Arriving

    Steering behaviors are use to maneuver IA agents in a 3D environment. With these behaviors, agents are able to better react to changes in their environment.

    While the navigation mesh algorithm is ideal for planning a path from one poin…

    27,442 views
    1 hour ago, Monty Kiani said:

    I don't know if this idea is common knowledge but I couldn't find anything and I'd love to see games based on this. 

    Yes it is common knowledge. Farming games are build on this concept and enforced with rewards. Stardew valley and Harvest Moon…

    2,321 views
    suliman
    February 28, 2018 07:25 AM

    You might refer to the game "Stronghold". Awesome game. Also i dont think Kingdoms and Castles needs less advanced AI  that Kingdoms and Castles, that game is pretty basic.

    I use a finite-state machine. So a worker has only one state at each moment:

    1. Go to workplace
    2. Work
    3. Drop-o…

    2,588 views
    14 minutes ago, Armantium said:

    Thanks, integrating rag-dolls would be sufficient then.

    Rag dolls are perfect.

    Just turn off the animations for the part that is hit and it's child and parent. Set there physics to control them and apply a force to it.

    After the mode…

    5,199 views

    Oh yeah the dot !

    cross in hlsl is only defined for float3, so your float4 are implicitly truncated, and .xyz on output is a no op.

     

    Also float4(0,0,0,0) is not necessary in hlsl because glsl sucks. You can write 0 and it self expand

    2,937 views
    Viir
    December 18, 2017 08:24 PM
    New release of DRTS web port - Play with Bots

    Following the plan from last week, I expanded the web port of the DRTS game.

    You can play this new version at https://distilledgames.itch.io/distilled-rts

    In the upper right corner of the screen, you will now find a button to access the main navigation, and from there, you can start new …

    3,031 views

    This is my thoughts on it...I have a default which should be somewhat usable, though not perfect.  I then allow any available keys on the keyboard to be used, whether I have proper names for them or not.  I allow the default to be loaded at any time too.  So what you have described in that last p…

    3,925 views
    1 hour ago, frob said:

    This is a general reminder to keep the conversation civil.  Some private warnings have been issued.

    No more personal attacks.  Let's keep it focused on the topic of the mesh data processing.

    Quote Note for member

    24,478 views
    Tootooni
    October 17, 2017 11:26 AM

    Good day dear people

    I'm completely new here and very nervous to be honest. I started with 3D-Design at my traineeship and can slowly start with my ideas for a survival/rpg game in 3d But since I only used RPG Makers until now I wonder how is the best way to start with a game, and what I would…

    2,255 views
    slayemin
    July 19, 2017 05:59 AM
    Designing Intelligent Artificial Intelligence

     

    Below is my preliminary draft design for the AI system within Spellbound. I'm slowly migrating away from scripted expert systems towards a more dynamic and fluid AI system based on machine learning and neural networks. I may be crazy to attempt this, but I find this topic fascinating. I en…

    9,281 views
    AlphaSilverback
    June 29, 2017 08:16 AM
    AI and Machine Learning

    So -  the last couple of weeks I have been working on building a framework for some AI.

    In a game like the one I'm building, this is rather important. I estimate 40% of my time is gonna go into the AI.  What I want is a hunting game, where the AI learns from the players behaviour. This is ac…

    5,672 views
    Navyman
    August 21, 2016 04:23 AM
    Where has the Time Gone?

    While I have popped not the site from time-to-time over the last couple of years, just checked my journal entries and my last one was 2 years and a day ago, I have been stuck in a weird state of not being able to post much. To fill in the gap I thought I would write a post detailing it all out, the…

    3,426 views
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