New answers tagged

0

It seems to me that your character collider is partially embedded in the ground plane at y=0.57, and the rounded bottom of the capsule collider pushes it up to y = 1.6355, which is the height at which your collider rests on the ground. This seems almost certain given that the main character collider ends up at the same height after falling from above. At y ...


0

Found an answer here. I thought a behaviour tree should start at the last running node to start computation time but that lead to the problem stated in the article. Treating Running States One common question when implementing a Behavior Tree is that: what to do in the next tick after a node returned a running state? There are two answer to it: ...


0

Well, we use a totally different approach in our case. The AI behaviour is evaluated by a classic behaviour tree framework and it communicates to our systems through the components. Our systems are very small and specialized...WeaponComponents can be seen only by WeaponEngines, so having a generic AI system that handles everything is not a very good idea in ...


0

Basically, you'll want the zombies to all be added to the grid EXCEPT the one who is currently pathfinding, correct? That way, it won't consider itself an obstacle and get stuck in place. Update the grid using "with" and doing an ID check. The downside is that we have to clear the grid all the time to constantly update enemy positions, but in my example each ...


0

I have a MathHelper class for stuff like this (I've got a fast/inaccurate distance check, various radians-degrees conversions, this angle trig, safe angle addition, a snap method...). Here's the one that is of interest to you: public static double AngleBetweenPointsRadiansDouble(Vector2 P1, Vector2 P2) { return Math.Atan2( ( P2.y - P1.y ), ( P2.x - ...


0

After looking up how Reynolds seek steering works i realised that lerping wouldn't work. What you have to do is limit the steering to the maximum force which should be set very low to avoid instant steering. void FixedUpdate() { //move to position transform.Translate(Seek(new Vector3()) * Time.fixedDeltaTime); } Vector3 Seek(Vector3 target) { ...


1

The paper is a simplified model that can be taken, modified and implemented into your specific situation. It's not intended to be an implementation you copy/paste into your game. There are a few instances where the simplification is brought up, like when speaking about the simplified vehicle model: This vehicle model is based on a point mass ...


5

I haven't worked through the full equations for this yet, but here's some visuals to help wrap our heads around the problem. It boils down to some geometry: (Car icons via Kenney) From any given starting point and orientation, we can draw two circles with our minimum turning radius - one on the left, one on the right. These describe the points on the ...


1

This very much depends on the rest of your data model for the navigation. Ie. what data you have handy, what you can easily add data and how you consume it. Taking a similar scenario from a traffic system at water, and with the assumtion that you are in a game loop you have a node path system your cars behave like an autonomous objects that control ...


1

There actually aren't a lot of full-blown behavior tree implementations available. There are a good amount of theoretical "behavior tree by example" or just "this is a behavior tree" documents out there. I'll put a few here, but won't really expand on them much because I'm assuming that you've read them and don't know where to start: Wikipedia article ...



Top 50 recent answers are included