#Combat System Query

1 messages · Page 1 of 1 (latest)

sterile flume
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What sort of concepts are usually required to make an advanced combat and AI system? Stuff like spatial partitioning, raycasting with bones for hitboxes, etc

normal peak
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tables

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math

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logical comparisons / conditionals

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functions and events

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maybe some loops

sterile flume
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I want to know about what advanced concepts there are when dealing with combat and AI

normal peak
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spatial queries, state machines, timers etc