This is far more over-complicated than it has to be. Don't just use OOP to use OOP, use it when you need to for the benefits it provides. This is incredibly overly complicated for no reason.
The series is named "How to make an OOP-Structured NPC"... obviously, he'd be using OOP in the video. If this were just a tutorial on how to make an NPC, OOP most likely wouldn't be used.
@@cryptic2742 Using OOP is correct use for NPC's as NPC's can be treated as objects, but the way this person uses it is an over complexed use of OOP. The way he uses OOP in this case is just functional programming. He needs to research OOP more...
The purpose of making it the way I have is to allow for easy expansion into more complex behaviors. My point in this series isn't to teach how to create a basic NPC with pathfinding, but how to create a base NPC class from which other NPC classes can inherit behavior from to create a wide array of NPC types that all do different things in different ways. Unless it's something else you're referring to that's overcomplicated.
That's really cool! We are waiting for more episodes! Thanks! 😁
Yes! Been waiting on this 😂
but why
now make baldurs gate
This is far more over-complicated than it has to be. Don't just use OOP to use OOP, use it when you need to for the benefits it provides. This is incredibly overly complicated for no reason.
I agree, this absolutely doesn't need to be that complicated.
The series is named "How to make an OOP-Structured NPC"... obviously, he'd be using OOP in the video. If this were just a tutorial on how to make an NPC, OOP most likely wouldn't be used.
@@cryptic2742 Using OOP is correct use for NPC's as NPC's can be treated as objects, but the way this person uses it is an over complexed use of OOP. The way he uses OOP in this case is just functional programming. He needs to research OOP more...
The purpose of making it the way I have is to allow for easy expansion into more complex behaviors. My point in this series isn't to teach how to create a basic NPC with pathfinding, but how to create a base NPC class from which other NPC classes can inherit behavior from to create a wide array of NPC types that all do different things in different ways.
Unless it's something else you're referring to that's overcomplicated.