by sapier » Wed Mar 14, 2012 22:42
@jordan4ibanez
Sorry but you're mixing things that ain't really related to each other.
Mob AI != Mob Model != Model animation
Of course each of this can be arbitrary complex but lets stick to a simple view.
Mob AI is what animals mod primary provides
If you look at the c++ code there is already rudimentary code for a mob subsystem too. The problem is creating a working, extendable ai mob system having all features is LOTS of work.
I think that's why celeron wants to switch mobs to lua. In lua anyone can fix bug's add features or make the mobs more smart that they have been before and he can stick to the more important core features of minetest.
I've already thought of extending this system but:
I'm not a perfect C programmer, ok not even close to perfect, but even more important I'm writing extremely different style of C/C++ code than celeron does. This makes adding code I've written always a little bit more complicated than necessary. Adding a full featured mob system will additionaly break client compatibility again so celeron won't be amused of this too.
Obviously I'm not really motivated to create a subsystem this complex with no sign of a chance to get it into core. ;-)
Mob Model
By now this is simply done by the drawtypes supported by luaentity. Contrary to nodes luaentitys are extremly limited. Adding a 3d model drawtype to luaentitys would fix the lack of a mob model. That 3d model support could be used by a c++ mob ai too.
Model Animation
is a feature of the 3d model engine thats "only" triggered by some actions. This isn't necessarily a lua trigger.
So my opinion for the "3d animals" task:
-1 to mob system in core
+1 generic 3d model support in core
Last edited by
sapier on Wed Mar 14, 2012 22:43, edited 1 time in total.
DON'T mention coding style!
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