Other tips: I still had issues going too granular with GOAP actions at the start, so I recommend keeping your actions as coarse as possible. It's still a tool that you use with your AI designer hat on, it doesn't do everything on its own. But the power of being able to throw in a new goal, maybe one new action, and have the existing actions solve all the other prerequisites, is amazing. Defining world properties and states is a muuuuuuch lower mental load than using utilities for actions.
I wrote it all with performance in mind, and it seems to run fine. Basically lots of caching (each world property is only evaluated once per AI per tick then re-used, shared values are cached for all then re-used, etc); eliminating invalid paths early; and searching backwards from the goal instead of forwards from the current world state. I test with 4 AI players on an old i3 laptop processor from ~2016 without issue.
As of 2020, chosen-prefix attacks against SHA-1 are practical.[6][8] As such, it is recommended to remove SHA-1 from products as soon as possible and instead use SHA-2 or SHA-3. Replacing SHA-1 is urgent where it is used for digital signatures.
Hey, thanks! I was thinking about game ideas while stepping into the shower one day (where all great ideas are born), and "throwing people in a first-person view might be fun?" came across my mind. I mentally fleshed it out a bit, and wrote it down. When the idea I was already working on turned out to not be fun, I shelved that and started working on this instead. When I prototyped the basic throw feel and it already felt fun, I decided to run with it.
having them fall down with all that ragdoll physics is the best part, also crashing into crowds like bowling balls. anyway, best of luck with it all, seems like a really original and entertaining idea.
Not sure if this is still true RE: Azure. AFAIK they use Hyper-V (hypervisor) containers which offer kernel isolation like other lightweight-VM-container runtimes.
Not sure what your definition or filters are for low popularity but c# and .net in general purpose and application development are very popular according to various developer surveys. Depending on the survey often in the top five to ten.
I wouldn't say it's poor performing, definitely not rust, c or c++ capable, but you can write performant code through various tools, processes and optimisations, or bind to libs written in other languages e.g. rust, c++ to have them handle with that must be incredibly performant. Unity is a good example .net C# and C++ working together to deliver a performant solution.
Let me reiterate that I meant that it was previously low performing. I've developed in .Net since 2009 but only last few years have brought significant improvements in performance.
Other tips: I still had issues going too granular with GOAP actions at the start, so I recommend keeping your actions as coarse as possible. It's still a tool that you use with your AI designer hat on, it doesn't do everything on its own. But the power of being able to throw in a new goal, maybe one new action, and have the existing actions solve all the other prerequisites, is amazing. Defining world properties and states is a muuuuuuch lower mental load than using utilities for actions.
I wrote it all with performance in mind, and it seems to run fine. Basically lots of caching (each world property is only evaluated once per AI per tick then re-used, shared values are cached for all then re-used, etc); eliminating invalid paths early; and searching backwards from the goal instead of forwards from the current world state. I test with 4 AI players on an old i3 laptop processor from ~2016 without issue.