metacomputers
On Metacomputers - PART II
Chicken AI
Recently I wrote a very simple metacomputer for processing NPC cutscenes. My gargantuan, ugly and bug-prone cutscene code was reduced to a few lines of Lua.

The past few days I've begun this same process for enemy AI. Last night I ported the chicken to the new AI system. The previous code was 380 lines; the new code is closer to 60. The chicken has complex behaviout that can branch a number of different ways.
Real Chicken Source Code Here
On Metacomputers - PART II
Chicken AI
Recently I wrote a very simple metacomputer for processing NPC cutscenes. My gargantuan, ugly and bug-prone cutscene code was reduced to a few lines of Lua.

The past few days I've begun this same process for enemy AI. Last night I ported the chicken to the new AI system. The previous code was 380 lines; the new code is closer to 60. The chicken has complex behaviout that can branch a number of different ways.
Real Chicken Source Code Here
On Metacomputers - PART I
First, I made a couple games in March. Actually, I finished five games, the other three are here.
Hence I've not done a great job blogging or even working on Texas, which I've just picked up again today. At any rate neither of these games is released yet, but should be soon:




