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Daniel Williams
/Technical Artist
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Clairvoyance is a game project I have been working on for a while now. As I grow as a devloper I'm able to accomplish more and more. Eventually I'd like it to be a complete game, but first I'll need to learn more about AI and back end systems programming.
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Sometimes you have to shoot your way out...
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Bullets penetrate surfaces based on thickness and material coefficient and angle.
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Block in for a cafe's interior.
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Sometimes you have to shoot your way out...
The AI is using behavior trees! They check the state of the world and decide what they need. They will find weapons, ammo, go to them and acquire them, and then attempt to fight each other!
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Firing at a fixed target.
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Looking at new target before shifting aim.
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The AI makes a lot of calculations and checks against blackboard lists of relevant objects in the world.
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Firing at a fixed target.
Weapons in Clairvoyance are state based. The weapon logic checks against state and the states themselves execute their logic if there's anything they need to do. States for Clairvoyance are concurrent and exist as independent abstract classes, so the system is only executing one state at a time with certainty.
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Firing from the hip can still yield results...
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Reloading from empty is slower.
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Current Weapon State: Slide Back Loaded, no round chambered.
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Firing from the hip can still yield results...