Currently, I'm simulating physics impact forces for local avoidance of units but this method sometimes pushes units out of formation and has very undesirable effects when units clump up. For RTS ...
I have a mock environment set up with a cube that has a specified "Not Walkable" layer. I'm using NavMeshAgent and NavMeshPath to set destinations of the player. The way I'm setting paths is by ...
I've been trying to implement this steering behavior in Unity: Understanding Steering Behaviors: Collision Avoidance However, I'm getting strange results. Here's the code for the script, feel free to ...
I'm starting to build a 2D game, metroidvania-like, tile-based and all. I've had some prior experience in it, and one of the major letdowns of those prior games was that worlds seemed too "blockish", ...
My collision checking works fine. The problem is what to do after two zombies collide so they still walk towards the player but don't go through each other. My current method works fine for two or ...