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Jul
10
comment Decoupling AI from game logic
@Mazyod My responsibility was the internal testing framework two jobs ago. It just seems to me, code beautification is a fallacy, especially for a small team on a budget; it is a form of mental procrastination. What's important is keeping functions short and meaningful while preventing code duplication and leaving room from flexibility when it is needed. Testing and bug hunting / tracking is actually superiorly important, right up there with actually making a fun game (cause a fun game with ugly nasty bugs isn't fun). My point is that design pattern appreciating is a bad habit, they're a tool.
Jul
9
comment Decoupling AI from game logic
@Mazyod So you think design patterns are not used often enough? Just me and the co-founder of stackoverflow beg to disagree; Jeff Atwood on Design Patterns. Standing by what is said in the original comment. Using Design Patterns should be way to prevent code duplication and improve needed modularity and flexibility. An if else block / switch is perfectly fine if that is what the program calls for, especially if it is well documented, and fires function call to brief and concise functions. Design patterns aren't meant to prettify code.
Jul
8
comment Decoupling AI from game logic
@Mazyod For instance, it's not clear how the suggested pattern can be extended to promote cooperation between mobs (pack strategy). It sounds like the main goal was code prettification. Good use of design patterns is supposed to promote flexibility to the extent needed and in the places it's needed.
Jul
8
comment Decoupling AI from game logic
@Mazyod And Design Patterns === sane code? I mean, there was never an instance in your life where Design Patterns complicated code needlessly? Or where code that didn't include any specific design patterns, was readable and maintainable because (quoting myself), it was broken down into short and meaningful functions? Rushing to an MVP is not contradictory to making poor use of design patterns. The problem you describe is orthogonal to the number of design patterns the programmer used.
Jul
4
comment Evenly distributed checkpoints in a procedurally generated world?
@DMGregory Thanks! That is actually a great point to anyone (who has this question). You could place dummy checkpoints in the leaves if you need to keep them unused. Forgot about it cause we ended up using cyclic graphs instead. And yes, this helps when you have k as input. Just thought I'd share this in case it helps anyone.
Jul
2
answered Evenly distributed checkpoints in a procedurally generated world?
Jun
28
asked Detect collision that happen between frames, between slices of moving, rotating circles?
Jun
25
comment Evenly distributed checkpoints in a procedurally generated world?
Yay, to anyone interested, this is MFL "Minimax facility location", and there are already some heuristics and even an np complex solution.
Jun
13
awarded  Yearling
Jun
1
comment Evenly distributed checkpoints in a procedurally generated world?
@dnkdrone.vs.drones The tree represents the level but it might be impossible to construct a level based on a tree.
May
22
comment Evenly distributed checkpoints in a procedurally generated world?
It is likely going to be around a hundred edges tops.
May
21
comment Evenly distributed checkpoints in a procedurally generated world?
@DMGregory Good questions! In this case, the distance is computed with respect to edge length. The vertices are the only spots where the checkpoint can be added but knowing the exact point is interesting as well.
May
20
asked Evenly distributed checkpoints in a procedurally generated world?
May
14
asked Fast algorithm for minimum spanning tree over euclidean distances?
May
9
answered Coroutine to move to position passing the movement speed?
Mar
21
comment Pathfinding across mutliple levels
You are very welcome. You can think of it as a sparse representation of the world map with cached information about longer paths. i.e you know that to get from room C to room A, you'll have to go through B cause that data is static and stored as the meta graph.
Mar
18
comment Pathfinding across mutliple levels
Updated with some imagery
Mar
18
revised Pathfinding across mutliple levels
added 126 characters in body
Mar
18
revised Pathfinding across mutliple levels
added 914 characters in body
Mar
18
revised Pathfinding across mutliple levels
edited tags