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World position is vertex position multiplied by world matrix, not view matrix. So it should be like this in the vertex shader: output.WorldPos = mul(input.Pos,World); Unless you want View position to work with. I haven't checked the code for bugs if you want to use that.


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I don't think you've got your answer since you're asking about dodging bullets (and not general avoidance ai behaviour). There are many simple ways to deal with that, each one is appropriate for a different scenario. 1- trace a ray from all bullets towards their respective progrades and with the ray magnitude (distance) relative to their velocity PLUS (or ...



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