State machines for AI and player control with seldom state

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КОМЕНТАРІ • 12

  • @TheMagzuz
    @TheMagzuz Рік тому +11

    really nice rundown of an interesting crate!
    i think the reason x*x+y*y >= d*d is used over distance >= required_distance is because getting the length of a vector requires a square root operation, which is (relatively) slow, but it can be avoided by simply comparing the squares of the length (i even think that bevy has a built-in Vec3::distance_squared function). in this example (and most games i'd assume), the performance hit is mostly acceptable, but if this system had to run on a huge amount of entities (i think we're talking on the scale of millions, but don't hold me to that), it could be a reasonably big gain in performance to avoid the square root operation

    • @chrisbiscardi
      @chrisbiscardi  Рік тому +5

      thanks for the note! I wasn't aware of this. I wonder if I could get this to matter in a bullet hell game 🤔

  • @zenshade2000
    @zenshade2000 Рік тому +4

    I'd love to see you tackle implementing behaviour trees in a bevy game at some point. I've looked at Bonsai enough to realize my rust chops and bevy understanding aren't nearly good enough yet to pull it off.

  • @Seldom_SE
    @Seldom_SE Рік тому +1

    I didn't know about this video! Thanks for featuring my crate!

    • @chrisbiscardi
      @chrisbiscardi  Рік тому +1

      of course! I saw you just had a release for 0.10 too 👀

    • @Seldom_SE
      @Seldom_SE Рік тому +1

      @@chrisbiscardi Yep! I think the API's about done now, until Bevy adds new features, like reconstructing bundles from components

  • @kai-.-man
    @kai-.-man Рік тому +5

    Hey Chris, just want to say I love your stuff! Have you considered making a patreon, a support button for youtube or github? I may buy your course too, but I want to contribute to open information. Also, have you looked at path finding in Bevy yet?

    • @chrisbiscardi
      @chrisbiscardi  Рік тому +1

      hey! glad you're enjoying it!
      I've considered it and have said "no, for now" to github and patreon. I haven't seriously considered UA-cam. Mostly because maintaining a set of tiers and rewards on a platform that takes significant cuts from that money doesn't seem worth it at the moment. Rust Adventure is hooked up to Stripe, so I basically pay the processing fees for a Rust Adventure subscription and I don't have to worry about getting locked out of Patreon or what their company does.
      The Rust Adventure income supports the work I do on UA-cam, as I see the UA-cam videos as extremely early-phase coursework: It's me sharing my research and learning on different topics in a more raw format than the Rust Adventure workshops, which are more on the well researched and tested end of the spectrum.
      The course, fwiw, is all hosted in open source repos in the Rust Adventure GitHub org (github.com/orgs/rust-adventure/repositories?type=source) and the content is accessible by URL on the site as blog posts. The things that are locked behind paying tend to be more costly things (like serving video, or compiling Rust code) or features that benefit from having an account. I'm very pro "having the information accessible", so I draw the lines there with a good deal of thought beforehand.
      ---
      I haven't done any videos on path finding yet, although I did see a new crate pop up recently that could be interesting to look into. I'd need to make an example for the video.

    • @damenhannah1
      @damenhannah1 Рік тому +1

      Perhaps Ko-Fi? I don't think they take a percentage of donations. FWIW, you have definitely earned a cup of coffee from me.

  • @thanatosor
    @thanatosor Рік тому +1

    render in Bevy ? Nice.

  • @AshtonSnapp
    @AshtonSnapp Рік тому +1

    i n t r i g u i n g

  • @SaudBako
    @SaudBako 5 місяців тому

    What's the point if there isn't a visual editor?