I know this is a game, but I feel like it fits here better than /v/, because it's the technology behind it that's interesting to me, not so much the actual game.
I was curious about how games handle bots, both through technology and design, and a few days later a friend linked me this game called AdventureLand, and I've been messing around with it for about a week. Basically, it's a simple RPG where you can use Javascript to automate your actions, from targeting, kiting and fighting monsters/players, to upgrading and buying items, to more complicated tasks like pathfinding. You can also log multiple characters to form your own party, that can all be entirely automated.
There's not a lot to it right now content-wise, but I thought it was a really neat concept and I'm curious as to how it was done. If anyone has seen anything similar to this done before (I'm sure it has), I'd love to check it out.
Yeah I've seen something like it, it's called Final Fantasy 12. Also, 4chan lets you use css and/or js to automate things here. Possibly log IDs and create a sort of party mentality.
>mixels
I'm sick
>>57259232
> I'm curious as to how it was done
What, that you can execute code? Same as always.
> If anyone has seen anything similar to this done before (I'm sure it has), I'd love to check it out.
Shit, just about every "teach kids programming" turtle Logic shit thing has done that in a way.
What you really want to git good is however to read and understand academic papers and actual code like this:
https://github.com/masagroup/recastdetour
Shit isn't easy though.
>>57259303
I linked to some odd fork - real linkage here:
https://github.com/recastnavigation/recastnavigation
>>57259232
Interesting, reminds me of MIT's battlecup.
Also coming to /g/ to ask for help from "programmers" is a joke. They don't know shit, all they do is literally following linux tutorials and shill, all day long
>>57259292
*claps