In the first article, I wrote about why I introduced action requests in Mana, a scripting language I develop as a personal project. The idea was to let the runtime preserve an interrupted action and resume it later, instead of making each gameplay system manage that execution state itself. This time, I want to look more closely at what that means... Weiterlesen: Script Design Notes — How Much of Game AI Should the Runtime Handle? …
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Script Design Notes — How Much of Game AI Should the Runtime Handle? (Part 2)
In the first article, I wrote about why I introduced action requests in Mana, a scripting language I develop as a personal project. The idea was to let the…
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