Perception -> decision -> action AI that writes the SAME intent fields the player controllers read, so an enemy reuses the shooter's weapon/aim and a companion reuses the mover (friendly vs enemy = faction + goal, not code). Vision/Memory perception (throttled, faction + optional LOS), three decision models (FSM, utility, behaviour tree) writing one Brain intent with a cancellable DecisionMade hook, Reynolds flocking steering, and a Follower companion. Reuses ludic.gameplay Faction/Stats. Deterministic. 8-check example. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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|---|---|---|
| .. | ||
| controllers-foundation.md | ||
| controllers-npcai.md | ||
| controllers-platformer.md | ||
| controllers-shooter.md | ||
| index-addr-member-index.md | ||
| package-declarable-hooks.md | ||
| package-manager.md | ||
| prebuilt-packages.md | ||
| README.md | ||
| tiled-maps.md | ||
Changesets
A changeset is one small Markdown file describing a single user-facing change,
dropped in this directory. x release consumes every changeset here into a new
CHANGELOG.md section, bumps VERSION, and deletes the consumed files.
Format
bump: minor
type: feat
One or more lines describing the change, in the past-agnostic imperative used in
the changelog. Markdown is fine.
bump:—major,minor, orpatch(SemVer). The release version is bumped by the highest level among the pending changesets (unlessx release <level>overrides it).type:— the Conventional Commit type (feat,fix,perf,docs, …); it becomes the bold prefix of the changelog bullet.
Adding one
Create a file with a short, unique name, e.g. changes/regex-namespace.md. Any
filename works except this README.md, which the release step always skips.