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NAME

The entity_ai name is kind of lame, so, I likely will want to change the name to something that more appropriately represents it's architecture. There is absolutely nothing AI about this desing, and it's more of a finite state machine than anything. Not that that diminishes the project in any way. But despite it's capability of plugging in a real AI of sorts, it currently doesn't do that.

LICENSE

Copyright (c) 2016-2019 - Auke Kok [email protected]

entity_ai is licensed as follows:

  • All code is: LGPL-2.1
  • All artwork is: CC-BY-SA-4.0

except:

  • sound files in the sounds folder are licensed according to their respective licenses (documented in sounds/readme.md).
  • stone_giant.png is identical to default_stone.png from minetest_game and licensed as the original.

["code" means everything in lua files, "artwork" means everything else, including documentation, sounds, textures, 3d models]

SPLITTING UP THIS PROJECT *

In the future, the core API code will be seperated from the monster definitions. Each monster will be it's own mod permitting users to disable/enable monsters as they see fit. This organization will help to keep per-mod specific code out of the core and make core functions better suited to handle all monsters.

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An entity scripting engine for mobs and npcs

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