Timeline for Decision Table for the Movement AI in a Game
Current License: CC BY-SA 3.0
10 events
| when toggle format | what | by | license | comment | |
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| May 23, 2017 at 12:41 | history | edited | CommunityBot |
replaced http://stackoverflow.com/ with https://stackoverflow.com/
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| Jan 29, 2015 at 23:19 | history | edited | Jamal | CC BY-SA 3.0 |
deleted 25 characters in body; edited tags
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| Jul 30, 2014 at 15:09 | vote | accept | bazola | ||
| Jul 28, 2014 at 23:28 | comment | added | bazola | They share the DTMovement class that I posted in another question. I felt like I needed different states for the workers and for the enemies, so I have no state enum for the base movement class, and have separate enums for the classes that inherit from it. | |
| Jul 28, 2014 at 23:23 | comment | added | nhgrif | Is it necessarily important that enemy movement is handled differently? At a minimum, it seems like enemy and non-enemy movement should at least have a common parent class that handles the bulk of what is most likely in common between the two. | |
| Jul 28, 2014 at 23:21 | answer | added | nhgrif | timeline score: 5 | |
| Jul 28, 2014 at 18:45 | answer | added | nhgrif | timeline score: 5 | |
| Jul 28, 2014 at 17:13 | answer | added | nhgrif | timeline score: 7 | |
| Jul 28, 2014 at 16:50 | answer | added | nhgrif | timeline score: 11 | |
| Jul 28, 2014 at 16:22 | history | asked | bazola | CC BY-SA 3.0 |