@mawa carolmj is 100% right, keep going on is the most important
I will be slowing down the pace and step back a little, as the next feature on the roadmap is gonna take a while to research, figure out and fine tune:
mob spawning with basic ai (patrolling/idle/aggro)
Actually looking into using YUKA.JS for the ai and navmesh, it looks amazing, and I cannot wait to dig my teeth into it!
That sounds like a nice and challenging topic. I’m certain many people here are eager to learn about your findings on this. And then @carolhmj , don’t worry, ‘never give up is my moto’
Since you’ve been diving into this topic, we’d LOVE it if you might consider writing up your own doc, walking future users through your process and learnings. Thoughts? Something like this would go perfectly in our Guided Learnings section.
I’ll think about it, writing tutorials takes a tremendous amount time, and I’m not sure I have enough to do something like you suggest. In all cases, I’ll continue updating my progress on this post
On a side note, after a big battle, it took me ages to manged to get my navmesh loaded with Yuka.js both on my client and server. Once it was loaded, it was acting weird, and after displaying as a mesh with baylon, I think I now understand why
EDIT:
Ok i’m giving up for today, nothing make any sense, i’m loading the same mesh on the server and client, but findPath(start, end) just does not seem to be working, anhd cannot figure out to debug it on the server side as there is no way to visualize what is loaded on the server…
Just hopped in and ran around… so cool! Keep going! I know it’s not the point right now, but I’d love to be able to use keyboard for movement. Or click to target a new spot, like Diablo controls.
Congratulations on the project, keep it up!
I remember the days when I spent my time as a creator in a LPMUD. My dream has always been to create an LPMUD in graphic format.
As a suggestion, the LPMUDs had the flexibility of content creation and game control in execution since they had a library where each of the objects could be compiled online and an online file browser as well.
Of course it had access control to directories, etc…
In case you are interested in integrating it into the project:
@marziac thanks, looks interesting, i’ll look into it
I hope everyone had great holidays and are ready for a hopefully great 2023!
Quick update: I’ve not abandoned and still trying to integrate YUKA… with no success yet. So, I’ve started working (in another branch) on using babylon null engine and standard physics as an alternative.
I’ve restructured the server quite a bit, update the whole asset loading and am now using assets containers (could not find how to use it in conjunction with the asset manager):
Also improved monster spawnign and movement. Just missing the correct orientation.