It’s not Classic Lua OOP, It’s far more advanced, it uses userdata proxy system with Access Specifiers to modify the access control of a property. Basically C++ or Java classes in Lua.
Check out the thread! If you have more questions, I can answer it there.
I started development of a game based off an old Wii game. It’s just bare bones at the moment, and there’s an issue if you play longer than 4 - 5 minutes, the controls become less responsive, so I must find out why that’s happening.
You control the map, not the Marble. You must balance the map in such a way that the Marble rolls to the finish. There’s only 2 levels so far, but I will make more once I figure out the reason for the controls becoming less responsive after a few minutes.
I made some more progress and general updates to this.
I made a plugin that lets me preview ambience volumes in studio similarly to how unreal engine’s Post Processing Volumes work. Unfortunately this is a bit annoying if you are collaborating with other members in team create due to there being no way to make plugins “non replicated”.
But since i mostly work alone on this game its no big deal :>
Upgraded my enemy’s AI for a shooter game. Still needs a lot of work and the code is a mess to read.
It finds cover and shoots back from cover. If you get too close they will melee you.
Have you considered just using two casts the width of the drone collider in the direction of travel. If you avoid dramatic surface variation in the colliders you are trying to avoid this should be sufficient - turn towards the longest cast if distance less than your avoidance distance.
I have such a system working for a “clean and faceted” arena where my NPCs are operating on a single y plane. Obviously, such systems do not work well where path finding is anything other than “move around the obstacle”.