Dynamic City | City Population Runtime (Part 2): Task Execution, Scenario Behavior, and Presentation Boundaries
This is the second pedestrian-focused installment in the How to Build an Open-World Game series. Part 1 covered scheduling and decision-making up to the point where an event has produced a task slot. This article covers the other half: how a task becomes observable behavior, how scenario points populate the environment, and where locomotion, animation, … Read more