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Wire post-process passes, audio, animation, and AI behavior trees
Four previously unconnected subsystems now execute at runtime in the
MOBA demo:
1. Post-process: DoF and Motion Blur passes instantiated on Renderer,
executed between TAA and the PostProcessStack. TAA enabled in
dota_client. High quality preset already enables motion blur + DoF.
2. Audio: AudioEngine (Kira 0.12) initialized with bus settings.
audio_update_system_mut() called each frame for spatial positioning,
bus volume sync, and playback lifecycle management.
3. Animation: euca-animation added to euca-game. AnimationLibrary and
AnimationEventLibrary resources inserted. animation_evaluate_system()
called each frame for state machine transitions, pose blending,
montage playback, and IK solving.
4. AI Behavior Trees: euca-ai added to euca-gameplay. New bt_perception
system populates blackboards with self_position, nearest_enemy,
enemy_distance. behavior_tree_system ticks all BT executors.
bt_moveto_system bridges MoveTo actions to ECS velocity. Runs
alongside existing ai_system (both coexist — AiGoal vs BT entities).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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