Recent content by TentworksInteractive

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    Save and Load

    Hi, We are using BD for decision making and Playmaker for actual actions. We are in a stage to find a way to save and load the entire game data. Our game is like Roller Coaster Tycoon, where we have a lot of AI, cars, buildings with their own data[ position, rotation, state, animation playing...
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    Changing External Behavior Tree at Runtime

    Okay, this will help us get into a direction. Thanks a lot.
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    Changing External Behavior Tree at Runtime

    I guess we were not clear about the current plans/approaches mentioned in our previous post. We wanted to ask you, which one would you suggest, among those 3 current plans/approaches for our kind of game?. Thanks for asking, we have been following your updates on discord too, seems like you...
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    Changing External Behavior Tree at Runtime

    Hi, Sorry for the late reply. We doubt, still there can a good chance for these kinds of scenarios. Such as more than 100 guests changing their behavior at a time. Imagine its like a "RollerCoaster Tycoon" kind of game, can be filled with 200 or more guests in the game. Each guest can make a...
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    Changing External Behavior Tree at Runtime

    Okay, got it. We will try your suggestion with a couple of different set ups[instead of reloading in a single frame] and will update here. Thanks a lot.
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    Changing External Behavior Tree at Runtime

    Currently, on a keypress in a single frame with 100 AIs in the scene, we are creating the base external tree and then getting new behavior[wander] from the pool and assign it in its external tree array. Not sure this is okay or not for this experiment. Please share your ideas. Thanks.
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    Changing External Behavior Tree at Runtime

    BaseTree.DisableBehavior(); _newExternalBaseTree = Instantiate(BaseExternalTree); _newExternalBaseTree.Init(); BaseTree.ExternalBehavior = _newExternalBaseTree; _newBehaviorTree = ObjectPoolHandler.GetCharacterBehaviorFromPool(targetBehaviorType); Debug.Log("New behavior : " +...
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    Changing External Behavior Tree at Runtime

    As expected, a super-fast reply. Guess, understood the idea, will try to implement what you have suggested and update here. Thanks.
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    Changing External Behavior Tree at Runtime

    Hi, We would like to change the external behavior tree at run time. Like to know how and which way is efficient. Our game is like a city full of AI[say more than 200], we have AI pool and behavior pool. We get AI from the pool, add initial data, add/change behavior/external tree from the pool...
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