{"id":305,"date":"2026-04-01T21:17:41","date_gmt":"2026-04-01T21:17:41","guid":{"rendered":"https:\/\/imxn.net\/wp2x\/?p=305"},"modified":"2026-04-02T17:35:08","modified_gmt":"2026-04-02T17:35:08","slug":"gamedev-mecha4-ai-online","status":"publish","type":"post","link":"https:\/\/imxn.net\/wp2x\/index.php\/2026\/04\/01\/305\/","title":{"rendered":"gamedev \/ mecha4 \/ AI online."},"content":{"rendered":"\n<p>Finally there is something visible after all the refactoring. The mechas have now unique hitboxes for each weapon thus they can be individually shot! Weapons destroyed like this will remain on the ground. I may need to adjust this if it causes lag later on.<\/p>\n\n\n\n<p>The spawner approach is good for testing as the amount of npc&#8217;s is infinite, but it also needs tweaks if I intend to keep it.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Video<\/h3>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\"><p lang=\"en\" dir=\"ltr\">After some refactoring I finally have some dumb action to show.<br><br>&#8211; Weapons can be destroyed and remain on the ground.<br>&#8211; 2 teams, Friendly-fire on!<a href=\"https:\/\/twitter.com\/hashtag\/mecha?src=hash&amp;ref_src=twsrc%5Etfw\">#mecha<\/a> <a href=\"https:\/\/twitter.com\/hashtag\/solodev?src=hash&amp;ref_src=twsrc%5Etfw\">#solodev<\/a> <a href=\"https:\/\/twitter.com\/hashtag\/gamedev?src=hash&amp;ref_src=twsrc%5Etfw\">#gamedev<\/a> <a href=\"https:\/\/t.co\/8jNMYA999B\">pic.twitter.com\/8jNMYA999B<\/a><\/p>&mdash; DeusIX (@DeusIX_imxn) <a href=\"https:\/\/twitter.com\/DeusIX_imxn\/status\/2039450719435006148?ref_src=twsrc%5Etfw\">April 1, 2026<\/a><\/blockquote><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script>\n<\/div><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>Finally there is something visible after all the refactoring. The mechas have now unique hitboxes for each weapon thus they can be individually shot! Weapons destroyed like this will remain on the ground. I may need to adjust this if it causes lag later on. The spawner approach is good for testing as the amount&hellip;<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[17],"tags":[18,22,19],"class_list":["post-305","post","type-post","status-publish","format-standard","hentry","category-gamedev","tag-devlog","tag-en","tag-mecha4"],"_links":{"self":[{"href":"https:\/\/imxn.net\/wp2x\/index.php\/wp-json\/wp\/v2\/posts\/305","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/imxn.net\/wp2x\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/imxn.net\/wp2x\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/imxn.net\/wp2x\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/imxn.net\/wp2x\/index.php\/wp-json\/wp\/v2\/comments?post=305"}],"version-history":[{"count":1,"href":"https:\/\/imxn.net\/wp2x\/index.php\/wp-json\/wp\/v2\/posts\/305\/revisions"}],"predecessor-version":[{"id":306,"href":"https:\/\/imxn.net\/wp2x\/index.php\/wp-json\/wp\/v2\/posts\/305\/revisions\/306"}],"wp:attachment":[{"href":"https:\/\/imxn.net\/wp2x\/index.php\/wp-json\/wp\/v2\/media?parent=305"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/imxn.net\/wp2x\/index.php\/wp-json\/wp\/v2\/categories?post=305"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/imxn.net\/wp2x\/index.php\/wp-json\/wp\/v2\/tags?post=305"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}