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Stephen Ulibarri

@DruidMechanics
0 bookmarksindexed Sep 17, 2026updatedlast updated Nov 4, 2026importedlast imported Nov 4, 2026
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S9 L4 - Conclusion and Final Thoughts [State Tree]
Congratulations on finishing the State Tree course! I discuss my thoughts on State Tree and how I'll be using it going forward. Find an organized list of links to all lectures in the Druid Mechanics Patreon Vault. Druid Mechanics Discord Community Conclusion (Vimeo)
Jul 23, 2026 0 1
S9 L3 - Conditions in C++ [State Tree]
Jul 21, 2026 0
S9 L2 - Instance Data [State Tree]
Jul 17, 2026 0
S9 L1 - Tasks in C++ [State Tree]
Jul 16, 2026 0
S8 L9 - Shoot At Target [State Tree]
Jul 14, 2026 0
S8 L8 - Move to Sniping Location [State Tree]
Jul 10, 2026 0
S8 L7 - Investigate [State Tree]
Jul 9, 2026 0
S8 L6 - Sense Enemies [State Tree]
Jul 7, 2026 0
S8 L5 - Move To Task [State Tree]
Jul 3, 2026 0
S8 L4 - Run EQS Query [State Tree]
Jul 2, 2026 0
S8 L3 - Dead State [State Tree]
Jun 30, 2026 0
S8 L2 - Inspecting the Project [State Tree]
Jun 26, 2026 0
S8 L1 - Section Intro [State Tree]
Jun 25, 2026 0
S7 L21 - Closing [State Tree]
Jun 23, 2026 0
S7 L20 - Opening [State Tree]
Jun 19, 2026 0
S7 L19 - On Unlock [State Tree]
Jun 18, 2026 0
S7 L18 - Setting the Interact Message [State Tree]
Jun 16, 2026 0
S7 L17 - Error Message [State Tree]
Jun 12, 2026 0
S7 L16 - Has Key Condition [State Tree]
Jun 11, 2026 0
S7 L15 - Interact Event [State Tree]
Jun 9, 2026 0
S7 L14 - Getting the Door Color [State Tree]
Jun 5, 2026 0
S7 L13 - Door State Tree [State Tree]
Jun 4, 2026 0
S7 L12 - Door Actor [State Tree]
Jun 1, 2026 0
S7 L11 - Optional Key Pickup Aesthetics [State Tree]
May 29, 2026 0
S7 L10 - Key Holder Interface [State Tree]
May 28, 2026 0
S7 L9 - Key Component [State Tree]
May 26, 2026 0
S7 L8 - Interaction Input [State Tree]
May 22, 2026 0
S7 L7 - Optional Key Aesthetics [State Tree]
May 21, 2026 0
S7 L6 - Tracing for Interactables [State Tree]
May 19, 2026 0
S7 L5 - Base Interactable [State Tree]
May 15, 2026 0
S7 L4 - Interactable Interface [State Tree]
May 14, 2026 0
S7 L3 - Interactor Component [State Tree]
May 12, 2026 0
S7 L2 - Doors and Keys Project Setup [State Tree]
May 8, 2026 0
S7 L1 - Project Goal and Outline [State Tree]
May 7, 2026 0
S6 L11 - Rewind Debugger [State Tree]
May 5, 2026 0
S6 L10 - Other Selection Behaviors [State Tree]
May 1, 2026 0
S6 L9 - Selection Utility - Custom Consideration [State Tree]
Apr 30, 2026 0
S6 L8 - Selection Utility - Enum Input [State Tree]
Apr 28, 2026 0
S6 L7 - Proximity Enumeration [State Tree]
Apr 24, 2026 0
S6 L6 - Bob [State Tree]
Apr 23, 2026 0
S6 L5 - Selection Utility - Response Curves [State Tree]
Apr 21, 2026 0
S6 L4 - Binding Selection Utility [State Tree]
Apr 17, 2026 0
S6 L3 - Look in Random Direction [State Tree]
Apr 16, 2026 0
S6 L2 - Try Select Children With Highest Utility [State Tree]
Apr 14, 2026 0
S6 L1 - Try Select Children at Random [State Tree]
Apr 10, 2026 0
S5 L4 - Patrolling [State Tree]
Apr 9, 2026 0
S5 L3 - Global Tasks (Modern) [State Tree]
Apr 7, 2026 0
S5 L2 - Evaluators (Legacy) [State Tree]
Apr 3, 2026 0
S5 L1 - Patrol Point Manager [State Tree]
Apr 2, 2026 0
S4 L3 - Linked Asset [State Tree]
Mar 31, 2026 0
Showing 1 - 50 of 71