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Anonymous /g/105962571#105963779
7/20/2025, 6:04:06 AM
>>105963740
>NPC component
it's a generic perception system that's also used by the player to interact with the world, it's not just for NPCs, anything a character perceives is ran through that system, each noema (inspired by Husserl) is a self contained Kantian monad and also a category theory monad that represents one perceived object, then the percepts are the different ways of perceiving that object. See, you can create a noema for a door and it's a "door as something to examine" or "door as something to interact with in some way" or "door as something to bash."
This also lets me inject interactions to objects depending on the mood of the character, so if your character is mad he doesn't have "open door" but "bash door" which changes nothing but adds flavor to gameplay

>jeetproject
can't say you're wrong there