The Drag[en]gine 1.26 release introduces significant features, including the ECBehaviorWorld system for runtime world file integration, allowing for enhanced object reuse without the complications of prefab systems. It also adds behavior tree and state machine actions directly within XML files, enabling scripters to develop complex logic without traditional coding. The BAAStateMachine allows for comprehensive NPC and actor behavior design solely through XML, streamlining the development process.
How might the increased accessibility and flexibility of these XML-based behaviors impact the creativity and complexity of game design within the Drag[en]gine?
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