Just watched the original brainstorm videos and the latest one about jumping, too, I am very impressed by the movement achieved in them. Good job!
I'm not entirely sold on the idea that you get real, tangible benefits with not using floats for coordinates, tho. They do lose precision, yes, but for any non-massive space I'd wager that they're very much good enough, especially given the size of the areas in the videos so far demonstrated.
I applaud the technical dedication, though! I just don't think it's really necessary.
also, can't resist...
That sounds much easier than the calculations that would go into 3D AI development. I highly doubt that any amount of suit-energy, difficulty-spline, or cross-contained micro-actuation could make this "more difficult" than what goes into an average FPS's AI.
haha, nah. average FPS AI is A* + raycasts for aiming. this game requires the same + something else to manage the suit energy and navigate the environment
tactically. these requirements alone make this game's AI require more algorithms and calculations than your "average FPS AI". if you want the AI to be good, too, then these requirements are only rising.