dt-rush / sameriver

game engine written in go
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BT's #76

Open dt-rush opened 1 year ago

dt-rush commented 1 year ago

not the ones from death stranding:

behaviour trees:

https://www.youtube.com/watch?v=Qq_xX1JCreI

dt-rush commented 1 year ago

Basic BT sketch

https://docs.google.com/drawings/d/1W8usHSRO2UiNZbf2iNxVF9_24Wdry7TY9rmDVPYWYJg/edit?usp=sharing

dt-rush commented 1 year ago

Hammering out an implementation:

(latest chat will be on bottom)

https://chat.openai.com/chat/fc9cbe8d-e957-45e8-b0b0-f72f61882df0 https://chat.openai.com/chat/50be823c-726e-4796-be41-ca3c3b6188c4

dt-rush commented 1 year ago

Override mechanism

https://docs.google.com/drawings/d/1jtqmGQCCJyzivdzEme4i6qXRQEssfmerRGYLHvkBRq0/edit?usp=sharing

dt-rush commented 1 year ago

2023-04-10_01-06-02

retry pattern with decorators

https://www.youtube.com/watch?v=Qq_xX1JCreI&t=2350s

dt-rush commented 1 year ago

2023-04-10_03-34-33

tag decorator - when the node is active, the entity has a certain tag

(or, how about, when we first enter it, an event gets emitted; or when the path changes we emit the execstate as an event)

they also describe debugger pause decorator; very interesting, great for debugging behaviour.

dt-rush commented 1 year ago

Smart Objects:

embed in the object the tree that contains the behaviour about how to use it. The smart object itself, in code, is coupled to/paired with its usage btree. (in our case, a SO is an entity)

eg:

SO cooldown as decorator

dt-rush commented 1 year ago

2023-04-10_03-50-31

This idea is a bombshell: director AI / group behaviour as a BehaviourTree.