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Shiiiiittttttteeeeee......
  • KLEP now uses 2 flavors of decisions, one on update and on one fixed update, which is for physics. This allows it to be more congruent with the physics calculations of Unity when it makes a decision. Normally this would be inline with what the update decisions is, but it is possible to have decisions branches turning on and off during the update and a completely different layer of branches flipping on and off during the physics update, both of which can overlap.
    RTS to 1st person to 3rd person to top down camera switching works perfectly, you can switch between units as well
  • Parkour climb, roll, jump, vault, all work as intended
  • Leg dangle as a proof in concept for procedural animations works (not shown... is ok)
  • using Chebyshev distance calculations to find paths from point a to point b, path smoothing also takes place, the corners of any square are added in if and only if all 4 surrounded squares exist, this means it wont cut through a square corner that has a wall blocking it... if that makes sense.
    the transition from RTS to mob and back turns off RTS inputs like marquee select and same with switching to RTS, turning of things like wasd moving that mob
  • AI to move to and pick up an item is there, it is driven by the RTSAI of the mob (think of it like a mini klep brain) sees an item, it will try to pick that item up, this is for harvesting of flavor crystals so you can buy more units and make weapons for them. These behaviors are KLEP goals, which when selected will fire off a chain of scripts (like move to which validates pick up item when at the destination).
  • more stuff? (mini test arena is proc gen, things are spawned in and not present prior to start... lol, i dunno)