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Week 8 : Wild Plans...

Its the first week of the month of July, the year two-thousand-twenty. I am on a rush to make things better, get things done, above all to survive. I was on the making of the optimized and simplified enemy and custom partitioning system to optimize the flocking calculation so that I can achieve a good and stable performance for the game. I implemented spatial partitioning to optimize flocking calculation, also implemented a new collision detection system to search the presence of the pillar its more like a proximity based system. Also added a bridge making system to create a bridge using editor tool scripting.



Then I the coding class with Ahmed he took us over the details of GOAP and how can it be done. He showed us a sample system he made which accommodates both planning and execution phase of the GOAP. In the action system he demonstrated it followed a backwards planning method. were he pick a goal action and finds actions that satisfies the requirements to achieve this goal then once a new action is found the process is repeated until we finds the current state of the player and then it enters the execution phase.


where each nodes and its associated action associated actions. gets executed sequentially until there is no more action to perform or till when an action gets disrupted. I which case it runs the planning phase to find a new set of actions to perform. as the next past of our study we need to create our own GOAP system. with multiple set of behaviors and actions.

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