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GOAP has worked very well for us for an open-world game with tons of NPCs taking part in non-linear interweaving quest lines. Planning performance is an ever gr
by hesdeadjim 3y ago
GOAP has worked very well for us for an open-world game with tons of NPCs taking part in non-linear interweaving quest lines. Planning performance is an ever growing issue however…
- shadowpho 3y agoI am looking to do same! What do you mean by planning performance? How bad is it?
- linkdd 3y agoThe performance of the planning algorithm (which is a path-finding algorithm essentially, which can be costly).
- hesdeadjim 3y agoGoals have to evaluate their preconditions/etc and depending on your game to do so might be expensive. If a precondition for a goal is that a place in the world is reachable, you'd need to be able to run a pathfinding query to satisfy it. Other game systems might have bad Big-O as content gets added. The mission availability system in our game is one example, as we doubled the number of quests and NPCs post-launch and had to do some optimization.