stickyShift@midwest.socialtoGame Development@programming.dev•Dynamic patrol behavior in stealth games (with demo)English
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1 year agoThis is pretty cool. I recently implemented an AI searching behavior by choosing a random location to search within a circle centered on the player’s past seen location, with radius of playerSpeed * timeSinceLastSeen. This seems a bit smarter, if more predictable
Oh man, the "quick call?"s are the worst