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AthenorBattle Hardened OptimistThe Skies of HiigaraRegistered Userregular
I haven't had lobster in sooo long. It's not a common thing here in the center of the country, and red lobster feels weird.
Last time I had it was out in Boston.
We've been talking about maybe doing lobster for one of our weekend dinners together as a family, but the problem is we don't have a properly big pot... that can work on my mom's induction stovetop. I might fix this.
He/Him | "We who believe in freedom cannot rest." - Dr. Johnetta Cole, 7/22/2024
Watching one can be okay for awhile, but they all seem to devolve into caricatures of themselves with self-parodic plots.
The CW is like one of those really horrible dairies where emaciated cows are shackled 24 hours a day and forced to give milk until their bones give out
Donkey KongPutting Nintendo out of business with AI nipsRegistered Userregular
edited June 2021
Pure A* has several issues in realtime games with naturalistic spaces and complex collision meshes. Here are jut SOME of them:
Building the traversal graph is hard. It is non-trivial to decide if point B is navigable from point A in most games where you can jump
Many games have dynamic physics objects with collision meshes, which cause huge issues because (1) the traversal graph needs to be revised or regenerated entirely at runtime and (2) path evaluation doesn't account for moving bodies over time. AI will never be able to traverse something like one of those always rotating hotel doors which never actually open a fully connected path from outside to inside at any given time
A* doesn't do a great job when enemies cannot clip into one another. They'll jam up at chokepoints. You need additional anti-clumping heuristics all of which are flawed in some way.
A* pathfinding is not what a human being does and seems weirdly omniscient when viewed from afar
A* pathfinding doesn't always have stable results when tracking a moving target (e.g.: cheesing AI by making them walk around a table forever)
A* isn't even fast enough on large graphs and can kill game frame rates if computation time is not managed
You learn about A* and think pathing is solved but really it's just pathing is solved in 2D manifolds with movement systems that don't incorporate jumping and enemies can clip through each other and there's no moving collision objects and on and on with the limitations.
Donkey Kong on
Thousands of hot, local singles are waiting to play at bubbulon.com.
0
AthenorBattle Hardened OptimistThe Skies of HiigaraRegistered Userregular
I swear to god, Geth, if I get the chat this time around...
I.. I dunno, I'll do something RPG related.
He/Him | "We who believe in freedom cannot rest." - Dr. Johnetta Cole, 7/22/2024
Donkey KongPutting Nintendo out of business with AI nipsRegistered Userregular
edited June 2021
When I see enemies in a game come even CLOSE to behaving reasonably in a dynamic environment, I am always floored. Most games don't even try and they give up by making flying enemies and enemies that teleport or enemies that just shoot really accurately from afar because they're unlikely to be able to run you down.
Ever see an enemy leap like a werewolf on meth in a game and think, what the fuck?! They were just teleporting to make navigation easier and the animation system didn't want to break immersion too badly. It's why games love fast zombie type enemies that make big lunging attacks.
Donkey Kong on
Thousands of hot, local singles are waiting to play at bubbulon.com.
When I see enemies in a game come even CLOSE to behaving reasonably in a dynamic environment, I am always floored. Most games don't even try and they give up by making flying enemies and enemies that teleport or enemies that just shoot really accurately from afar because they're unlikely to be able to run you down.
Ever see an enemy leap like a werewolf on meth in a game and think, what the fuck?! They were just teleporting to make navigation easier and the animation system didn't want to break immersion too badly.
Wasn't Half Life and HL2 lauded at the time for having fairly intelligent enemy behaviors in maps? Like.. isn't that something that should be old hat by now?
He/Him | "We who believe in freedom cannot rest." - Dr. Johnetta Cole, 7/22/2024
When I see enemies in a game come even CLOSE to behaving reasonably in a dynamic environment, I am always floored. Most games don't even try and they give up by making flying enemies and enemies that teleport or enemies that just shoot really accurately from afar because they're unlikely to be able to run you down.
Ever see an enemy leap like a werewolf on meth in a game and think, what the fuck?! They were just teleporting to make navigation easier and the animation system didn't want to break immersion too badly.
Wasn't Half Life and HL2 lauded at the time for having fairly intelligent enemy behaviors in maps? Like.. isn't that something that should be old hat by now?
They... did not. However they were about a million times better than what existed before
Posts
Last time I had it was out in Boston.
We've been talking about maybe doing lobster for one of our weekend dinners together as a family, but the problem is we don't have a properly big pot... that can work on my mom's induction stovetop. I might fix this.
The CW is like one of those really horrible dairies where emaciated cows are shackled 24 hours a day and forced to give milk until their bones give out
https://youtube.com/watch?v=vYxe6qhKLGI
You learn about A* and think pathing is solved but really it's just pathing is solved in 2D manifolds with movement systems that don't incorporate jumping and enemies can clip through each other and there's no moving collision objects and on and on with the limitations.
I.. I dunno, I'll do something RPG related.
My step mother in law collects creepy dolls
This 100% going to strangle me in my sleep
FF7 or bust
I choose bust
:winky:
Being murdered by a creepy doll
I don't own a PS4 or PS5, so.. yeah, I'm desperately trying to avoid anything relating to FF7R's changes to the original.
I should have clarified: Tabletop RPG related.
Died as he lived
Ever see an enemy leap like a werewolf on meth in a game and think, what the fuck?! They were just teleporting to make navigation easier and the animation system didn't want to break immersion too badly. It's why games love fast zombie type enemies that make big lunging attacks.
Tifa and Aerith’s sapphic adventures
Wasn't Half Life and HL2 lauded at the time for having fairly intelligent enemy behaviors in maps? Like.. isn't that something that should be old hat by now?
Have you considered perhaps running and never coming back?
but they're listening to every word I say
https://youtu.be/RGPgMO58qCQ
as I understand it, this is a concise summary
They... did not. However they were about a million times better than what existed before
On average, this thread was blasting along at warp 1.2
@Atomika will create the new thread
@Atomika is backup