Futuristic f2p multiplayer with an unique blend of modern and classic shooter elements.Decision MakingFor decision-making, we're using a technique called Hierarchical Task Networks, or HTNs for short. HTNs are a type of planner - the output of an HTN graph is a plan, a sequence of actions intended to carry out an end goal. A related technique is GOAP - Goal Oriented Action Planning. GOAP uses A* to connect actions together in order to produce an end goal. This results in highly emergent behavior (as the planner can combine any sequence of actions to produce a desired end result), but is also performance heavy. Additionally, plans in games like first person shooters tend to be incredibly short - often just a handful of actions - so the power of GOAP can be overkill. HTNs, on the other hand, are very light on CPU. While not as automatic as GOAP, they do provide much more control over how the AI behaves. They are sort of a cross between GOAP and Behavior Trees. They're like GOAP in that
High FPS
200+ FPS ( GTX 1060 )
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