We're back from a great trip to Toronto which exceeded our expectations, all the buzz and diversity of a big city but full of beautiful quiet neighbourhoods, and of course the sights like Niagara a short drive away. Really impressed, and I'm not ashamed to admit it's really liberating being in an English-speaking country (although our German isn't bad, it's not really fluent conversational).
Cashgen, the realtime procedural terrain generator plugin for UE4 is pretty solid now after a few performance fixes that popped into my head on the flight back. I'm going to put that on the back burner for now, though I do plan to return to it in order to rework the foliage/mesh spawning system. My primary objective at the moment is expanding my gameplay programming toolkit, and that plugin has achieved about as much on that front as it's going to.
So, the next project! This is again going to be a plugin for UnrealEngine written in C++. Goal Oriented Action Planning (GOAP) is an AI modelling technique that has been around for a while, but there seems to be nothing publicly available for UnrealEngine on this front, and AI is an area I really want to focus on, so it's a great fit. I'm currently just at the paper planning stage, reading up on various papers on the subject that have been compiled at the link below:
UnrealEngine User Group NRW
Our first Unreal Engine User Group NRW is next week on the 24th May in Düsseldorf. We're fully booked up with a waitlist but hoping to squeeze a few more people in, really looking forward to it, and Epic Games have been good enough to send a bunch of swag to hand out to the devs over a few beers.
That's it for now, more updates on GOAP coming soon!