Comments (1)
The current implementation has all of the motion decision and movement happening in onSimulation()
of the target, but the intent of G3D separating onSimulation()
and onAI()
is so that they have the option of running at different rates.
Typically, you'd place things in onAI()
related to logical decision making.
onSimulation()
would normally update the physics simulation or other motion that has already been pre-determined. So if a target wants to change direction, we could make that decision in onAI()
and then onSimulation()
would just move the target in the pre-determined direction except when a collision prevents that motion.
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Related Issues (20)
- Switch DB from text references to rowID foreign key references
- Performance hitch early in runtime HOT 3
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- Entry-style Question Problems
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