This is an incredible mob API! I compared it with Mobs Redo, and while each has its uses this definitely seems like the superior choice. Everything animates naturally and smoothly, very responsive unlike most mob mods where creatures often travel in straight lines and get stuck walking into walls before snapping to a different rotation. The code looks clean simple and easy to understand: Developers can schedule actions and events using scores to pick the most important, giving external mods that define their own creatures the ability to easily inject custom mechanics using a short function. Creatures that walk on land or swim in water or fly in the air (or any mixture of the 3) are all supported, as is the ability to give them special attacks and targets so they may attack other creatures... the boids system that makes birds flock together is absolutely superb! Performance is itself remarkable considering all those features, even with a lot of creatures at once I didn't see a huge CPU increase I can attribute to the entities... it's worth noting that pathfinding is being used which makes this all the more remarkable.
This is an incredible mob API! I compared it with Mobs Redo, and while each has its uses this definitely seems like the superior choice. Everything animates naturally and smoothly, very responsive unlike most mob mods where creatures often travel in straight lines and get stuck walking into walls before snapping to a different rotation. The code looks clean simple and easy to understand: Developers can schedule actions and events using scores to pick the most important, giving external mods that define their own creatures the ability to easily inject custom mechanics using a short function. Creatures that walk on land or swim in water or fly in the air (or any mixture of the 3) are all supported, as is the ability to give them special attacks and targets so they may attack other creatures... the boids system that makes birds flock together is absolutely superb! Performance is itself remarkable considering all those features, even with a lot of creatures at once I didn't see a huge CPU increase I can attribute to the entities... it's worth noting that pathfinding is being used which makes this all the more remarkable.