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Tinker Tuesday for November 12, 2024

This thread is for anyone working on personal projects to share their progress, and hold themselves somewhat accountable to a group of peers.

Post your project, your progress from last week, and what you hope to accomplish this week.

If you want to be pinged with a reminder asking about your project, let me know, and I'll harass you each week until you cancel the service

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New: There are many agents. All these agents have goals and sets of possible actions. Some of those agents have physical bodies. But the actions and interactions of the agents only account for their physical bodies in the broadest sense, i.e., usually just location. Those physical bodies that are very close to the player's location are actually rendered and physically simulated, but the abstract behavior of the agents has priority over the physics simulation, and they can interact with non-rendered, non-physically-simulated agents just fine.

Yeah, makes sense, that's how I like think about my projects as well, though back to the engine question, I get the feeling that Unity / Godot is often an obstacle to it. It's like they really want you to think agent == scene node, and decoupling the game world from the scene / physical simulation often feels like a pain in the ass. Is this an issue you ran into, or did you come up with some cool way around that (alternatively - can't relate with the issue at all)?

How did your similar situation turn out?

Much like yours. It was a step down financially but that was unavoidable, for all the misery the old job was causing me, it paid quite well. Otherwise nothing but upsides - better management, colleagues I get along with better, a more up-to-date tech stack (which was a big relief, I felt I was in the danger of becoming a fossil with the old one). I also relate suddenly having energy after years of dragging myself.