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Frank Delporte<p>In part 11 of my <a href="https://foojay.social/tags/JFXInAction" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>JFXInAction</span></a> interviews, we look at game development. <a href="https://foojay.social/tags/FXGL" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>FXGL</span></a> is a library created by Almas Baim that helps us create <a href="https://foojay.social/tags/JavaFX" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>JavaFX</span></a> games. But it’s much more than games! With the integrated Goal-Oriented Action Planning (<a href="https://foojay.social/tags/GOAP" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GOAP</span></a>) functionality, it can use game technology and AI to solve any goal, based on actions and preconditions. In this video, Almas live codes such a solution with a minimal amount of code! </p><p>Video: <a href="https://www.youtube.com/watch?v=RFSIBrP4mZM" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">youtube.com/watch?v=RFSIBrP4mZ</span><span class="invisible">M</span></a><br>More info: <a href="https://webtechie.be/post/2024-12-05-jfxinaction-almas-baim/" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">webtechie.be/post/2024-12-05-j</span><span class="invisible">fxinaction-almas-baim/</span></a></p>
dbat :godot:<p><a href="https://mastodon.gamedev.place/tags/GodotEngine" class="mention hashtag" rel="tag">#<span>GodotEngine</span></a> <a href="https://mastodon.gamedev.place/tags/ResourceWrangler" class="mention hashtag" rel="tag">#<span>ResourceWrangler</span></a> <a href="https://mastodon.gamedev.place/tags/GOAP" class="mention hashtag" rel="tag">#<span>GOAP</span></a> <a href="https://mastodon.gamedev.place/tags/AI" class="mention hashtag" rel="tag">#<span>AI</span></a> </p><p>Am hacking away on a small (fake) GOAP system for my fishies. I am using the Resource Wrangler plugin to sketch it out and find the best approaches.</p><p>For more complicated critters I will need a better goap, but that&#39;s the future.<br />🦇</p>
Tanys Foster<p><a href="https://tech.lgbt/tags/GOAP" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GOAP</span></a><br>What this means in practice is that an agent will attempt several things to try and bring its game state into alignment before trading to see if it has reached its goal.</p><p>There are mainly two things limiting the sorts of goals sought by an agent: One is that goals aren't originated from the agent themselves but the environment around them (Situations "emit" types of goals), and agents will make generalized risk/rewards assessments in the planning process.</p><p>I've implemented some "child goals" in tandem with the many free-standing goals, so that certain things will be attempted by an agent before they act on their main objective.</p><p>Results are varied, of course, so an agent might try to pull off a heist without knowing the interior of the location, becoming lost as a result. See: my next influence... <a href="https://tech.lgbt/tags/fiasco" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>fiasco</span></a></p>
Eduardo K. Simioni<p>I gave it a go in implementing <a href="https://mastodon.gamedev.place/tags/GOAP" class="mention hashtag" rel="tag">#<span>GOAP</span></a> in our project and it seems it might actually not be very suited for a &quot;tribe sim&quot; sort of game (think buildings and resource management). Simply because... the world is not static. Things sometimes are available sometimes are not.</p><p>The world state in Fear is a set of 22 booleans (ENUM_AIWORLDSTATE_PROP_KEY in AIWorldState.h). What happens if you have 40+ resources that can be mixed together in different buildings?</p>
Eduardo K. Simioni<p>I&#39;ve been digging into <a href="https://mastodon.gamedev.place/tags/GOAP" class="mention hashtag" rel="tag">#<span>GOAP</span></a> <a href="https://mastodon.gamedev.place/tags/gameai" class="mention hashtag" rel="tag">#<span>gameai</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="tag">#<span>gamedev</span></a>. Here is a bunch of resources:</p><p>Jeff Orkin&#39;s GDC talk: <a href="https://www.gdcvault.com/play/1013282/Three-States-and-a-Plan" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://www.</span><span class="ellipsis">gdcvault.com/play/1013282/Thre</span><span class="invisible">e-States-and-a-Plan</span></a></p><p>A shorter intro: <a href="https://www.youtube.com/watch?v=PaOLBOuyswI" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://www.</span><span class="ellipsis">youtube.com/watch?v=PaOLBOuysw</span><span class="invisible">I</span></a></p><p>Even shorter intro: <a href="https://www.youtube.com/watch?v=tdBWk2OVCWc" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://www.</span><span class="ellipsis">youtube.com/watch?v=tdBWk2OVCW</span><span class="invisible">c</span></a></p><p>A more recent <a href="https://mastodon.gamedev.place/tags/GDCtalk" class="mention hashtag" rel="tag">#<span>GDCtalk</span></a> about GOAP: <a href="https://www.youtube.com/watch?v=gm7K68663rA" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://www.</span><span class="ellipsis">youtube.com/watch?v=gm7K68663r</span><span class="invisible">A</span></a> (the statistics are quite interesting!)</p><p>The Fear SDK source code with all GOAP goodies: <a href="https://github.com/xfw5/Fear-SDK-1.08" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://</span><span class="">github.com/xfw5/Fear-SDK-1.08</span><span class="invisible"></span></a></p><p>Another simpler GOAP implementation in <a href="https://mastodon.gamedev.place/tags/cpp" class="mention hashtag" rel="tag">#<span>cpp</span></a>: <a href="https://github.com/cpowell/cppGOAP" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://</span><span class="">github.com/cpowell/cppGOAP</span><span class="invisible"></span></a></p><p>And also: <a href="https://www.unrealengine.com/marketplace/en-US/product/goap-npc-goal-oriented-action-planning-for-non-player-characters/" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://www.</span><span class="ellipsis">unrealengine.com/marketplace/e</span><span class="invisible">n-US/product/goap-npc-goal-oriented-action-planning-for-non-player-characters/</span></a></p>
Tommy van Son ✔<p>I&#39;m resetting my AI from a <a href="https://mastodon.gamedev.place/tags/GOAP" class="mention hashtag" rel="tag">#<span>GOAP</span></a> to a <a href="https://mastodon.gamedev.place/tags/BehaviourTree" class="mention hashtag" rel="tag">#<span>BehaviourTree</span></a> because it seems I lose control a bit when more objects are doing things at the same time (nice when making an <a href="https://mastodon.gamedev.place/tags/RTS" class="mention hashtag" rel="tag">#<span>RTS</span></a> or <a href="https://mastodon.gamedev.place/tags/CityBuilder" class="mention hashtag" rel="tag">#<span>CityBuilder</span></a> like I do). </p><p>I find it satisfying to see my carrier agent <a href="https://mastodon.gamedev.place/tags/Agabouga" class="mention hashtag" rel="tag">#<span>Agabouga</span></a> now can do the same that he used to be able to do as a GOAP agent. Almost progress then!</p><p>By the way, I love the <a href="https://mastodon.gamedev.place/tags/Unity" class="mention hashtag" rel="tag">#<span>Unity</span></a> plugin <a href="https://mastodon.gamedev.place/tags/BehaviourDesigner" class="mention hashtag" rel="tag">#<span>BehaviourDesigner</span></a> by Opsive. Expensive, but worth it!<br /><a href="https://assetstore.unity.com/packages/tools/visual-scripting/behavior-designer-behavior-trees-for-everyone-15277" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://</span><span class="ellipsis">assetstore.unity.com/packages/</span><span class="invisible">tools/visual-scripting/behavior-designer-behavior-trees-for-everyone-15277</span></a></p>