Comments (7)
EDIT: Consolidated reqs
from co-op-engine.
idea, mesh generation evaluated by querying the spacial ref at given grid interval, to be pathable, must have adjacent open nodes in the mesh, then use generated mesh for all similar objects (similar to SQL plan system), mesh should subscribe to static object destruction events to update when walls and towers go down
from co-op-engine.
hah there needs to be wall objects to really get this started....
from co-op-engine.
Claimed this if it wasn't already apparent.
from co-op-engine.
proto done, piece of crap, needs refactoring and redo of the weighting system, but the architecture is nicely wrapped and can be put behind an async resource easily
from co-op-engine.
Patching done, service is next, then adjustable heuristic, possibly weighting certain qualities over others (recent deaths, tower coverage area, others recently patched)
from co-op-engine.
this should have been initial proto, moving juicy stuff to new issue
from co-op-engine.
Related Issues (20)
- Global speed limit is too... limiting? HOT 7
- Shader for knockback / hit flashing HOT 2
- Physics bug... it's a tough one HOT 1
- Refactor Quadtree HOT 9
- Enrichment of pathfinding HOT 1
- Sound HOT 3
- An AI that hits back HOT 7
- A tower that shoots a projectile HOT 6
- Some Stock Particle Emitters and Decorators HOT 6
- Level system and basic game director HOT 3
- Refactor of game object HOT 4
- Sound Assets
- Particle Editor
- UI HOT 1
- Persistence
- Game Director
- Skill System HOT 1
- Towers
- Player Character
- Pathfinder creating loops
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from co-op-engine.