
@

UPDATE:
Damn. My level is not even on par with those AAA game developers, heh? How the heck they could make a pathfinding that fast for NPCs, etc.? Well I learnt my lesson and I'm taking back my navmesh system from CS2D.


Now what should I do regarding on this


ANOTHER UPDATE:
I'm sorry, guys. If you look at my repository closely, you must be realizing that I've been away from the project for 5 days (a long time actually). Yup, summer break is over. This must be a huge letdown for you guys but I'm thinking about dropping this project.. but hold your complaints. I'm dropping this project because the reason above, so my spare time is not enough anymore to continue on. I'm trying to give this thing a little of my spare time but I just couldn't focus enough because of recent higher competence on marks (yes, I'm still a student). You must be saying "this guy is so shit that he couldn't even finish what he started". Well before we continue, I want to give you guys my shitty version of bots for testing. You can download it here. Remember that the only map that can be played is de_dust2_new and it must be in standard mode.
Now if you already tested my version of the bots, what do you think of it? Is it worser? Or an improvement over the old version? Any feedback is appreciated. But I'm not going to continue until next break, because the current version is not as flexible as I wanted it to be so it needs a rewriting. So you could say that I'm temporarily dropping this project for a moment until I create a fresh one (not as ugly as this I'm sure). Or if someone wants to continue on this project, feel free to do so because the reason that the bots have undefined behaviors is because my own tree in the behavior\init.lua file.
edited 2×, last 20.07.17 12:34:20 pm