In this episode, we return to the enemy AI to revise how we do our clustering behavior, coming up with a much simpler and less processor intensive way of grouping the enemies that fly at the player.
To avoid the processor-heavy calculation of each enemy x each enemy (n^n complexity), we instead relegate control to a central AI controller, lowering the complexity (x*n complexity) and making the grouped enemies more manageable. All of the spawning was moved to the central controller, and it controls the child enemy movements.
Tasks Worked on This Episode:
- Create a Central AI Controller
- The AI Controller Spawns Children Enemies
- The AI Controller Dictates Child Enemy Movements
We also revised our Twitch tip jar so that any donations get announced during the stream.
Thank you again to viewers Holofire and puzzlegamer for your donations during the show! And another thank you to arconyx for your earlier donation! We love what we do, so we’re happy if the show can help in some small way to kick off your weekends.