Also updated the enemy pathfinding—mobs are aware of hazard zones and actively avoid stepping into them.
Cyber Samurai mob design by @arubinousagi.bsky.social
#gamedev #indiedev #godotengine #pixelart #cyberpunk #buildinpublic #gameai #devlog #indiegamedev #gamesfx
Also updated the enemy pathfinding—mobs are aware of hazard zones and actively avoid stepping into them.
Cyber Samurai mob design by @arubinousagi.bsky.social
#gamedev #indiedev #godotengine #pixelart #cyberpunk #buildinpublic #gameai #devlog #indiegamedev #gamesfx
a good keyword afaik is "pathfinding" as procedural animation just describes physics driven stuff broadly? ragdoll or physics simulation which is prolly not what yre in search of.
a good keyword afaik is "pathfinding" as procedural animation just describes physics driven stuff broadly? ragdoll or physics simulation which is prolly not what yre in search of.
"I'm you but with pathfinding"
"I'm you but with pathfinding"
First: Collision, second: AI Pathfinding with patrol, wander, and follow(wip this one)! :)
Join us if you want to follow the project! :))
linktr.ee/rpgcreator
#rpg #opensource #software #indiedev #gamedev #devlog #development #game
First: Collision, second: AI Pathfinding with patrol, wander, and follow(wip this one)! :)
Join us if you want to follow the project! :))
linktr.ee/rpgcreator
#rpg #opensource #software #indiedev #gamedev #devlog #development #game
by @mindlabor.bsky.social
12th - Moomin Midsummer Madness [point and click]
by Crossbridge Game Studios
13th - Satelital [rule discovery/pure logic]
by @miguedorta.bsky.social
13th - Inkturn [pathfinding/spatial logic]
by @lucenttrace.bsky.social
by @mindlabor.bsky.social
12th - Moomin Midsummer Madness [point and click]
by Crossbridge Game Studios
13th - Satelital [rule discovery/pure logic]
by @miguedorta.bsky.social
13th - Inkturn [pathfinding/spatial logic]
by @lucenttrace.bsky.social
Turning strings into actions on the board has been an interesting coding challenge so far
#godot #gamedev #indiedev
AI is also pathfinding, neural networks, symbolic learning, and and Hey You Pikachu
AI is also pathfinding, neural networks, symbolic learning, and and Hey You Pikachu
Something as broad as “a platformer” I think there is not just coding but design with infinite potential for variation.
It's the creative direction, assets and story that take the longest and that's where you really see and feel the slop. Luckily, this can't be hidden.
Something as broad as “a platformer” I think there is not just coding but design with infinite potential for variation.
Eight years of architectural planning and optimization paid off.
Human Era managed 8000 sapiens simultaneously in 27 cities at 250 fps. AI, pathfinding, all the things I optimized for barely even registered. The worst offender by far was idle blueprint anim
#gamedev #indie #unreal
www.404media.co/manifestos-f...
I wonder if the same ones that hate Wolverine for having white/yellow paint also hate #ValorMortis #pathfinding.
I wonder if the same ones that hate Wolverine for having white/yellow paint also hate #ValorMortis #pathfinding.
Early in development, we use basic geometric scenes instead of final art to test mechanics without visual distractions. Here, we're testing monster AI and pathfinding, letting us quickly iterate and refine features. If it works here, it works for real!
#gamedev #greybox
A perspective shifting pathfinding game. Unlike the other ones which are all in orthographic 3D, this has perspective! And features camera zooming/FOV changes as mechanics!! Wild!!
It appears to be a college student project, with no online presence yet.
A perspective shifting pathfinding game. Unlike the other ones which are all in orthographic 3D, this has perspective! And features camera zooming/FOV changes as mechanics!! Wild!!
It appears to be a college student project, with no online presence yet.
Benchmarks & raw traces: https://neubench.netlify.app
#AIAgents #OpenSource #MachineLearning
Benchmarks & raw traces: https://neubench.netlify.app
#AIAgents #OpenSource #MachineLearning